renderable.mesh.dispose();
renderable.mesh = new Mesh(false, capacity, 0, CPU_ATTRIBUTES);
}
protected void allocRenderable(){
renderable = new Renderable();
renderable.primitiveType = GL20.GL_POINTS;
renderable.meshPartOffset = 0;
renderable.material = new Material( new BlendingAttribute(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA, 1f),
new DepthTestAttribute(GL20.GL_LEQUAL, false),
TextureAttribute.createDiffuse(null));