 
 			return quadBatchID;
 		}
-
-
-		// properties
-		public function get numQuads():int
-		{
-			return _numQuads;
-		}
-
-
-		public function get tinted():Boolean
-		{
-			return _tinted;
-		}
-
-
-		public function get texture():Texture2D
-		{
-			return _texture;
-		}
-
-
-		public function get smoothing():String
-		{
-			return _smoothing;
-		}
-
-
-		private function get capacity():int
-		{
-			return _vertexData.numVertices / 4;
-		}
-
-
-		// program management
+		
+		
+		/**
+		 * @private
+		 */
 		private static function registerPrograms():void
 		{
 			var target:Render2D = Render2D.current;
-			if (target.hasProgram(QUAD_PROGRAM_NAME)) return;
-			// already registered
-
-			var assembler:AGALMiniAssembler = new AGALMiniAssembler();
-			var vertexProgramCode:String;
-			var fragmentProgramCode:String;
+			if (target.hasProgram(QUAD_PROGRAM_NAME)) return; // already registered
+			
+			var agal:AGALMiniAssembler = new AGALMiniAssembler();
 
 			// this is the input data we'll pass to the shaders:
 			//


			super.dispose();
		}


		private function onContextCreated(event:Object):void
		{
			createBuffers();
			registerPrograms();
		}


		/** Creates a duplicate of the QuadBatch object. */
		public function clone():QuadBatch2D
		{

	 */
	public class QuadBatch2D extends DisplayObject2D
	{
		//-----------------------------------------------------------------------------------------
		// Constants
		//-----------------------------------------------------------------------------------------
		
		private static const QUAD_PROGRAM_NAME:String = "QB_q";
		
		
		//-----------------------------------------------------------------------------------------
		// Properties
		//-----------------------------------------------------------------------------------------
		
		private var _numQuads:int;
		private var _syncRequired:Boolean;
