code: function () {
  		var meshOutputGroupTemp = [];
  		var meshOutputGroup;
  		var absoluteVertexCount = 0;
  		var absoluteIndexMappingsCount = 0;
  		var absoluteIndexCount = 0;
  		var absoluteColorCount = 0;
  		var absoluteNormalCount = 0;
  		var absoluteUvCount = 0;
  		var indices;
  		for ( var name in this.rawMesh.subGroups ) {
  
  			meshOutputGroup = this.rawMesh.subGroups[ name ];
  			if ( meshOutputGroup.vertices.length > 0 ) {
  
  				indices = meshOutputGroup.indices;
  				if ( indices.length > 0 && absoluteIndexMappingsCount > 0 ) {
  
  					for ( var i in indices ) indices[ i ] = indices[ i ] + absoluteIndexMappingsCount;
  
  				}
  				meshOutputGroupTemp.push( meshOutputGroup );
  				absoluteVertexCount += meshOutputGroup.vertices.length;
  				absoluteIndexMappingsCount += meshOutputGroup.indexMappingsCount;
  				absoluteIndexCount += meshOutputGroup.indices.length;
  				absoluteColorCount += meshOutputGroup.colors.length;
  				absoluteUvCount += meshOutputGroup.uvs.length;
  				absoluteNormalCount += meshOutputGroup.normals.length;
  
  			}
  		}
  
  		// do not continue if no result
  		var result = null;
  		if ( meshOutputGroupTemp.length > 0 ) {
  
  			result = {
  				name: this.rawMesh.groupName !== '' ? this.rawMesh.groupName : this.rawMesh.objectName,
  				subGroups: meshOutputGroupTemp,
  				absoluteVertexCount: absoluteVertexCount,
  				absoluteIndexCount: absoluteIndexCount,
  				absoluteColorCount: absoluteColorCount,
  				absoluteNormalCount: absoluteNormalCount,
  				absoluteUvCount: absoluteUvCount,
  				faceCount: this.rawMesh.counts.faceCount,
  				doubleIndicesCount: this.rawMesh.counts.doubleIndicesCount
  			};
  
  		}
  		return result;
  	}
docs: Clear any empty subGroup and calculate absolute vertex, normal and uv counts