vertices = new float[currentVertexSize*4*capacity];
allocRenderables(capacity);
}
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));