docs: function TilingSprite(texture, width, height)
  {
      core.Sprite.call(this, texture);
  
      /**
       * The scaling of the image that is being tiled
       *
       * @member {Point}
       */
      this.tileScale = new core.math.Point(1,1);
  
  
      /**
       * The offset position of the image that is being tiled
       *
       * @member {Point}
       */
      this.tilePosition = new core.math.Point(0,0);
  
      ///// private
  
      /**
       * The with of the tiling sprite
       *
       * @member {number}
       * @private
       */
      this._width = width || 100;
  
      /**
       * The height of the tiling sprite
       *
       * @member {number}
       * @private
       */
      this._height = height || 100;
  
       /**
       * A point that represents the scale of the texture object
       *
       * @member {Point}
       * @private
       */
      this._tileScaleOffset = new core.math.Point(1,1);
  
  
      /**
       *
       *
       * @member {boolean}
       * @private
       */
      this._tilingTexture = null;
  
      /**
       *
       *
       * @member {boolean}
       * @private
       */
      this._refreshTexture = false;
  
      /**
       * An internal WebGL UV cache.
       *
       * @member {TextureUvs}
       * @private
       */
      this._uvs = new core.TextureUvs();
  }