code: function (face, v) {
                  //Get the indices of triangles for each polygon
                  getTriangles(face, v);
                  for (var k = 0; k < triangles.length; k++) {
                      //triangle[k] = "1/1"
                      //Split the data for getting position and uv
                      var point = triangles[k].split("/"); // ["1", "1"]
                      //Set position indice
                      var indicePositionFromObj = parseInt(point[0]) - 1;
                      //Set uv indice
                      var indiceUvsFromObj = parseInt(point[1]) - 1;
                      setData(indicePositionFromObj, indiceUvsFromObj, 0, //Default value for normals
                      positions[indicePositionFromObj], //Get the values for each element
                      uvs[indiceUvsFromObj], BABYLON.Vector3.Up() //Default value for normals
                      );
                  }
                  //Reset variable for the next line
                  triangles = [];
              }
docs: Create triangles and push the data for each polygon for the pattern 2
  In this pattern we get vertice positions and uvsu
  @param face
  @param v