The syntax for BitmapPaint references images from files:
local paint = { type = "image", filename = , baseDir = }
How can display.captureScreen() be used as BitmapPaint for an object.fill?
Saving a screen capture to file and then using that is a slooow work-around btw.
The end use for this is applying 2.5D effects to the screen during a Composer transition. But two of the same image will be required so bitmapPaint is useful here to avoid multiple objects of the same image in memory…