<commit_before>package aerys.minko.scene.node.texture
{
	import aerys.minko.render.effect.basic.BasicStyle;
	import aerys.minko.render.resource.Texture3DResource;
	import aerys.minko.scene.action.texture.TextureAction;
	import aerys.minko.scene.node.AbstractScene;
	
	import flash.display.BitmapData;
	import flash.display.DisplayObject;
	import flash.geom.Matrix;

	/**
	 * The BitmapTexture class enables the use of BitmapData objects as
	 * textures.
	 *
	 * @author <NAME>
	 *
	 */
	public class BitmapTexture extends AbstractScene implements ITexture
	{
		private static const TMP_MATRIX : Matrix = new Matrix();

		private var _version	: uint				= 0;
		private var _data		: BitmapData		= null;
		private var _mipmapping	: Boolean			= false;
		private var _styleProp	: int				= -1;
		private var _resource	: Texture3DResource	= new Texture3DResource();

		public function get version()		: uint				{ return _version;		}
		public function get styleProperty() : int				{ return _styleProp;	}
		public function get resource()		: Texture3DResource	{ return _resource;		}
		public function get mipmapping()	: Boolean			{ return _mipmapping;	}
		protected function get data() 			: BitmapData		{ return _data;			}
		
		protected function get bitmapData()	: BitmapData
		{
			return _data;
		}

		public function set styleProperty(value : int) : void
		{
			_styleProp = value;
		}

		public function updateFromBitmapData(value 		: BitmapData,
											 smooth		: Boolean	= true,
											 downSample	: Boolean	= false) : void
		{
			var bitmapWidth		: uint = value.width;
			var bitmapHeight	: uint = value.height;
			var w				: int;
			var h				: int;

			if (downSample)
			{
				w = 1 << Math.floor(Math.log(bitmapWidth) * Math.LOG2E);
				h = 1 << Math.floor(Math.log(bitmapHeight) * Math.LOG2E);
			}
			else
			{
				w = 1 << Math.ceil(Math.log(bitmapWidth) * Math.LOG2E);
				h = 1 << Math.ceil(Math.log(bitmapHeight) * Math.LOG2E);
			}
<commit_msg>Move data getter from "protected" to "minko" namespace<commit_after>package aerys.minko.scene.node.texture
{
	import aerys.minko.ns.minko;
	import aerys.minko.render.effect.basic.BasicStyle;
	import aerys.minko.render.resource.Texture3DResource;
	import aerys.minko.scene.action.texture.TextureAction;
	import aerys.minko.scene.node.AbstractScene;
	
	import flash.display.BitmapData;
	import flash.display.DisplayObject;
	import flash.geom.Matrix;

	/**
	 * The BitmapTexture class enables the use of BitmapData objects as
	 * textures.
	 *
	 * @author <NAME>
	 *
	 */
	
	use namespace minko;
	
	public class BitmapTexture extends AbstractScene implements ITexture
	{
		private static const TMP_MATRIX : Matrix = new Matrix();

		private var _version	: uint				= 0;
		private var _data		: BitmapData		= null;
		private var _mipmapping	: Boolean			= false;
		private var _styleProp	: int				= -1;
		private var _resource	: Texture3DResource	= new Texture3DResource();

		public function get version()		: uint				{ return _version;		}
		public function get styleProperty() : int				{ return _styleProp;	}
		public function get resource()		: Texture3DResource	{ return _resource;		}
		public function get mipmapping()	: Boolean			{ return _mipmapping;	}
		minko function get data() 			: BitmapData		{ return _data;			}
		
		protected function get bitmapData()	: BitmapData
		{
			return _data;
		}

		public function set styleProperty(value : int) : void
		{
			_styleProp = value;
		}

		public function updateFromBitmapData(value 		: BitmapData,
											 smooth		: Boolean	= true,
											 downSample	: Boolean	= false) : void
		{
			var bitmapWidth		: uint = value.width;
			var bitmapHeight	: uint = value.height;
			var w				: int;
			var h				: int;

			if (downSample)
			{
				w = 1 << Math.floor(Math.log(bitmapWidth) * Math.LOG2E);
				h = 1 << Math.floor(Math.log(bitmapHeight) * Math.LOG2E);
			}
			else
			{
				w = 1 << Math.ceil(Math.log(bitmapWidth) * Math.LOG2E);
				h = 1 << Math.ceil(Math.log(bitmapHeight) * Math.LOG2E);
			}

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