code: function(name, numComponents, location, type, normalize, offsetCount) {
  		this.name = name;
  		this.numComponents = numComponents;
  		this.location = typeof location === "number" ? location : null;
  		this.type = type;
  		this.normalize = Boolean(normalize);
  		this.offsetCount = typeof offsetCount === "number" ? offsetCount : this.numComponents;
  	}
docs: Mesh vertex attribute holder.
  
  Location is optional and for advanced users that
  want vertex arrays to match across shaders. Any non-numerical
  value will be converted to null, and ignored. If a numerical
  value is given, it will override the position of this attribute
  when given to a mesh.
  
  @class  Mesh.Attrib
  @constructor
  @param {String} name the name of the attribute
  @param {Number} numComponents the number of components, e.g. 2 for vec2
  @param {Number} location optional attribute index location
  @param {Number} type defaults to GL_FLOAT
  @param {Number} normalize whether to normalize to 0-1, default false