text: /**
   * @author       Richard Davey <rich@photonstorm.com>
   * @copyright    2018 Photon Storm Ltd.
   * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
   */
  
  var Mesh = require('./Mesh');
  var GameObjectFactory = require('../GameObjectFactory');
  
  /**
   * Creates a new Mesh Game Object and adds it to the Scene.
   *
   * Note: This method will only be available if the Mesh Game Object and WebGL support have been built into Phaser.
   *
   * @method Phaser.GameObjects.GameObjectFactory#mesh
   * @webglOnly
   * @since 3.0.0
   *
   * @param {number} x - The horizontal position of this Game Object in the world.
   * @param {number} y - The vertical position of this Game Object in the world.
   * @param {array} vertices - An array containing the vertices data for this Mesh.
   * @param {array} uv - An array containing the uv data for this Mesh.
   * @param {array} colors - An array containing the color data for this Mesh.
   * @param {array} alphas - An array containing the alpha data for this Mesh.
   * @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
   * @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
   * 
   * @return {Phaser.GameObjects.Mesh} The Game Object that was created.
   */
  if (WEBGL_RENDERER)
  {
      GameObjectFactory.register('mesh', function (x, y, vertices, uv, colors, alphas, texture, frame)
      {
          return this.displayList.add(new Mesh(this.scene, x, y, vertices, uv, colors, alphas, texture, frame));
      });
  }
  
  //  When registering a factory function 'this' refers to the GameObjectFactory context.
  //  
  //  There are several properties available to use:
  //  
  //  this.scene - a reference to the Scene that owns the GameObjectFactory
  //  this.displayList - a reference to the Display List the Scene owns
  //  this.updateList - a reference to the Update List the Scene owns
  