import {SamplerBase} from "../image/SamplerBase";
import {ImageCube} from "../image/ImageCube";
/**
* The Bitmap export class represents display objects that represent bitmap images.
* These can be images that you load with the flash.Assets or
* flash.display.Loader classes, or they can be images that you
* create with the Bitmap() constructor.
*
*
The Bitmap() constructor allows you to create a Bitmap
* object that contains a reference to a BitmapData object. After you create a
* Bitmap object, use the addChild() or addChildAt()
* method of the parent DisplayObjectContainer instance to place the bitmap on
* the display list.
A Bitmap object can share its BitmapData reference among several Bitmap * objects, independent of translation or rotation properties. Because you can * create multiple Bitmap objects that reference the same BitmapData object, * multiple texture objects can use the same complex BitmapData object without * incurring the memory overhead of a BitmapData object for each texture * object instance.
*/ export class SamplerCube extends SamplerBase { public static assetType:string = "[asset SamplerCube]"; /** * * @returns {string} */ public get assetType():string { return SamplerCube.assetType; } /** * * @param bitmapData * @param smoothing */ constructor(smooth:boolean = false, mipmap:boolean = false) { super(smooth, mipmap); } }