function Texture(baseTexture, frame, orig, trim, rotate, anchor) {
        var _this = _super.call(this) || this;
        _this.noFrame = false;
        if (!frame) {
            _this.noFrame = true;
            frame = new _pixi_math__WEBPACK_IMPORTED_MODULE_6__.Rectangle(0, 0, 1, 1);
        }
        if (baseTexture instanceof Texture) {
            baseTexture = baseTexture.baseTexture;
        }
        _this.baseTexture = baseTexture;
        _this._frame = frame;
        _this.trim = trim;
        _this.valid = false;
        _this._uvs = DEFAULT_UVS;
        _this.uvMatrix = null;
        _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1);
        _this._rotate = Number(rotate || 0);
        if (rotate === true) {
            // this is old texturepacker legacy, some games/libraries are passing "true" for rotated textures
            _this._rotate = 2;
        }
        else if (_this._rotate % 2 !== 0) {
            throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually');
        }
        _this.defaultAnchor = anchor ? new _pixi_math__WEBPACK_IMPORTED_MODULE_6__.Point(anchor.x, anchor.y) : new _pixi_math__WEBPACK_IMPORTED_MODULE_6__.Point(0, 0);
        _this._updateID = 0;
        _this.textureCacheIds = [];
        if (!baseTexture.valid) {
            baseTexture.once('loaded', _this.onBaseTextureUpdated, _this);
        }
        else if (_this.noFrame) {
            // if there is no frame we should monitor for any base texture changes..
            if (baseTexture.valid) {
                _this.onBaseTextureUpdated(baseTexture);
            }
        }
        else {
            _this.frame = frame;
        }
        if (_this.noFrame) {
            baseTexture.on('update', _this.onBaseTextureUpdated, _this);
        }
        return _this;
    }
@param baseTexture - The base texture source to create the texture from
@param frame - The rectangle frame of the texture to show
@param orig - The area of original texture
@param trim - Trimmed rectangle of original texture
@param rotate - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8}
@param anchor - Default anchor point used for sprite placement / rotation