 								   shadowZFar			: Number	= 1000.,
                                    shadowBias           : uint      = 1. / 256. / 256.)
 		{
-			_shadowMapSize	= shadowMapSize;
-			
 			super(
 				new PointLightController(),
 				LIGHT_TYPE,

		public static const LIGHT_TYPE : uint = 2;
		
		private static const TMP_VECTOR		: Vector4 = new Vector4();
		
		private var _shadowMapSize	: uint;
		
		public function get diffuse() : Number
		{

			this.shininess				= shininess;
			this.attenuationDistance	= attenuationDistance;
			this.shadowCastingType		= shadowCastingType;
            this.shadowMapSize          = shadowMapSize;
			this.shadowZNear			= shadowZNear;
			this.shadowZFar		    	= shadowZFar;
            this.shadowBias             = shadowBias;
