docs: private void createSimpleCubeSixMeshes(GVRContext gvrContext,
              boolean facingOut, String vertexDesc, ArrayList<GVRTexture> textureList)
      {
          GVRSceneObject[] children = new GVRSceneObject[6];
          GVRMesh[] meshes = new GVRMesh[6];
          GVRVertexBuffer vbuf = new GVRVertexBuffer(gvrContext, vertexDesc, SIMPLE_VERTICES.length / 3);
  
          if (facingOut)
          {
              vbuf.setFloatArray("a_position", SIMPLE_VERTICES, 3, 0);
              vbuf.setFloatArray("a_normal", SIMPLE_OUTWARD_NORMALS, 3, 0);
              vbuf.setFloatArray("a_texcoord", SIMPLE_OUTWARD_TEXCOORDS, 2, 0);
              meshes[0] = createMesh(vbuf, SIMPLE_OUTWARD_FRONT_INDICES);
              meshes[1] = createMesh(vbuf, SIMPLE_OUTWARD_RIGHT_INDICES);
              meshes[2] = createMesh(vbuf, SIMPLE_OUTWARD_BACK_INDICES);
              meshes[3] = createMesh(vbuf, SIMPLE_OUTWARD_LEFT_INDICES);
              meshes[4] = createMesh(vbuf, SIMPLE_OUTWARD_TOP_INDICES);
              meshes[5] = createMesh(vbuf, SIMPLE_OUTWARD_BOTTOM_INDICES);
          }
          else
          {
              vbuf.setFloatArray("a_position", SIMPLE_VERTICES, 3, 0);
              vbuf.setFloatArray("a_normal", SIMPLE_INWARD_NORMALS, 3, 0);
              vbuf.setFloatArray("a_texcoord", SIMPLE_INWARD_TEXCOORDS, 2, 0);
              meshes[0] = createMesh(vbuf, SIMPLE_INWARD_FRONT_INDICES);
              meshes[1] = createMesh(vbuf, SIMPLE_INWARD_RIGHT_INDICES);
              meshes[2] = createMesh(vbuf, SIMPLE_INWARD_BACK_INDICES);
              meshes[3] = createMesh(vbuf, SIMPLE_INWARD_LEFT_INDICES);
              meshes[4] = createMesh(vbuf, SIMPLE_INWARD_TOP_INDICES);
              meshes[5] = createMesh(vbuf, SIMPLE_INWARD_BOTTOM_INDICES);
          }
  
          for (int i = 0; i < 6; i++)
          {
              children[i] = new GVRSceneObject(gvrContext, meshes[i], textureList.get(i));
              addChildObject(children[i]);
          }
  
          // attached an empty renderData for parent object, so that we can set some common properties
          GVRRenderData renderData = new GVRRenderData(gvrContext);
          attachRenderData(renderData);
      }