protected Renderable allocRenderable(){
Renderable renderable = new Renderable();
renderable.primitiveType = GL20.GL_TRIANGLES;
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(texture));
renderable.mesh = new Mesh(false, MAX_VERTICES_PER_MESH, MAX_PARTICLES_PER_MESH*6, currentAttributes);
renderable.mesh.setIndices(indices);
renderable.shader = shader;