function inner_check_destroy()
	{
		if( GL.getTime() - this.time >= 1000*60 )
		{
			//console.log("Buffer cleared");
			gl.deleteRenderbuffer( gl._renderbuffers_pool[ key ] );
			delete gl._renderbuffers_pool[ key ];
		}
		else
			setTimeout( inner_check_destroy.bind(this), 1000*60 );
	}
Render to texture using FBO, just pass the callback to a rendering function and the content of the texture will be updated
If the texture is a cubemap, the callback will be called six times, once per face, the number of the face is passed as a second parameter
for further info about how to set up the propper cubemap camera, check the GL.Texture.cubemap_camera_parameters with the direction and up vector for every face.

Keep in mind that it tries to reuse the last renderbuffer for the depth, and if it cannot (different size) it creates a new one (throwing the old)
@method drawTo
@param {Function} callback function that does all the rendering inside this texture