     
     /**
      *  A property that controls the calculation of the RGB 
-	 *  color value of a graphic element being masked by 
-	 *  a luminosity mask. If true, the RGB color value of a  
-	 *  pixel in the source content is inverted and multipled  
-	 *  by the corresponding region in the mask. If false, 
-	 *  the source content's pixel's RGB color value is used 
-	 *  directly. 
-	 * 
-	 *  @default false 
-	 *  @see #maskType 
+     *  color value of a graphic element being masked by 
+     *  a luminosity mask. If true, the RGB color value of a  
+     *  pixel in the source content is inverted and multipled  
+     *  by the corresponding region in the mask. If false, 
+     *  the source content's pixel's RGB color value is used 
+     *  directly. 
+     * 
+     *  @default false 
+     *  @see #maskType 
      *  
      *  @langversion 3.0
      *  @playerversion Flash 10

                                        height:Number,
                                        postLayoutTransform:Boolean = true):void
    {
		if (!isNaN(width) || !isNaN(height))
		{
	        var strokeExtents:Rectangle = getStrokeExtents(postLayoutTransform);

			if (!isNaN(width))
	           width -= strokeExtents.width;
	        if (!isNaN(height))
	           height -= strokeExtents.height;
		}

        // Calculate the width and height pre-transform:
        var m:Matrix;

                    drawnDisplayObject.mask = _mask;
                }
            }
            
            if (luminositySettingsChanged)
            {
                luminositySettingsChanged = false; 
                
                if (_mask && _maskType == MaskType.LUMINOSITY && _mask.filters.length > 0)
                {
                    // Grab the shader filter and clear out the mask 
                    var shaderFilter:ShaderFilter = _mask.filters[0];
                    
                    if (shaderFilter && (shaderFilter.shader is LuminosityMaskShader))
                    {
                        // Clear out the mask's filters because we could potentially
                        // have a rendering change by setting the mode dynamically 
                        // while the filters have been set. 
                        _mask.filters = []; 
                        
                        // Reset the mode property  
                        LuminosityMaskShader(shaderFilter.shader).mode = calculateLuminositySettings();
                        
                        // Re-apply the filter to the mask 
                        _mask.filters = [shaderFilter];
                    }
                }
            }

            if (maskTypeChanged || displayObjectChanged)
            {
