You can now do this in the latest build of minisphere:
var image = new Image('texture.png');
var shape = new Shape([
{ x: 0, y: 0, u: 0.0, v: 0.0 },
{ x: 10, y: 0, u: 1.0, v: 0.0 },
{ x: 10, y: 10, u: 1.0, v: 1.0 },
{ x: 0, y: 10, u: 0.0, v: 1.0 }
], image);
var group = new Group([ shape ], GetDefaultShaderProgram());
// vvv this requires access to the Specs Threader, though...
Threads.doWith(group, function() { return true; }, function() { this.draw(); });
Gangnam TurboSphere style! It draws a little 10x10 textured square at the top left of the screen. 
I feel like I should change the order of the arguments for the Shape and Group constructors though... it feels clunky tacking the image/shader onto the end of the array literal like that, it would be more natural as the first argument I think.