Tint cache and manipulating frame

Hello,

when tinting a sprite, the current frame gets cached. However, if that frame is moved it's not updated because the cached version of the tinted sprite is ONLY the original frame.

In our project we need to move the frame around the entire spritesheet, and want the cache to hold the entire sprite. This will allow us to swap between frames without causing a new tint generation.

An example of the problem can be found here:
http://jsfiddle.net/Mowday/4Wbxh/

The fix proposed renders the entire spritesheet into the cache, and stores the tinted version into a global cache for that basetexture based on the basetexture.id.

This will result in a larger perfomance hit when tinting a sprite (as it now needs to tint the entire spritesheet). But when that is done, it doesn't need to be done again for any of the symbols in the spritesheet.