code: function (name) {
              // Get the source texture region
              var region = this.getRegion(name);
  
              if (typeof(region) === "undefined") {
                  // TODO: Require proper atlas regions instead of caching arbitrary region keys
                  var keys = name.split(","),
                      sx = +keys[0],
                      sy = +keys[1],
                      sw = +keys[2],
                      sh = +keys[3];
                  region = this.addQuadRegion(name, sx, sy, sw, sh);
              }
              return region.uvs;
          }
docs: return the uvs mapping for the given region
  @name getUVs
  @memberOf me.Renderer.Texture
  @function
  @param {Object} region region (or frame) name
  @return {Float32Array} region Uvs