docs: function Mesh(texture, vertices, uvs, indices, drawMode)
  {
      core.Container.call(this);
  
      /**
       * The texture of the Mesh
       *
       * @member {Texture}
       */
      this.texture = texture;
  
      /**
       * The Uvs of the Mesh
       *
       * @member {Float32Array}
       */
      this.uvs = uvs || new Float32Array([0, 1,
                                   1, 1,
                                   1, 0,
                                   0, 1]);
  
      /**
       * An array of vertices
       *
       * @member {Float32Array}
       */
      this.vertices = vertices || new Float32Array([0, 0,
                                        100, 0,
                                        100, 100,
                                        0, 100]);
  
      /*
       * @member {Uint16Array} An array containing the indices of the vertices
       */
      //  TODO auto generate this based on draw mode!
      this.indices = indices || new Uint16Array([0, 1, 2, 3]);
  
      /**
       * Whether the Mesh is dirty or not
       *
       * @member {boolean}
       */
      this.dirty = true;
  
      /**
       * The blend mode to be applied to the sprite. Set to blendModes.NORMAL to remove any blend mode.
       *
       * @member {number}
       * @default CONST.BLEND_MODES.NORMAL;
       */
      this.blendMode = core.BLEND_MODES.NORMAL;
  
      /**
       * Triangles in canvas mode are automatically antialiased, use this value to force triangles to overlap a bit with each other.
       *
       * @member {number}
       */
      this.canvasPadding = 0;
  
      /**
       * The way the Mesh should be drawn, can be any of the Mesh.DRAW_MODES consts
       *
       * @member {number}
       */
      this.drawMode = drawMode || Mesh.DRAW_MODES.TRIANGLE_MESH;
  }