docs: function ParticleRenderer(renderer)
  {
      ObjectRenderer.call(this, renderer);
  
  
      /**
       * The number of images in the Particle before it flushes.
       *
       * @member {number}
       */
      this.size = 15000;//CONST.SPRITE_BATCH_SIZE; // 2000 is a nice balance between mobile / desktop
  
      var numIndices = this.size * 6;
  
  
      /**
       * Holds the indices
       *
       * @member {Uint16Array}
       */
      this.indices = new Uint16Array(numIndices);
  
      for (var i=0, j=0; i < numIndices; i += 6, j += 4)
      {
          this.indices[i + 0] = j + 0;
          this.indices[i + 1] = j + 1;
          this.indices[i + 2] = j + 2;
          this.indices[i + 3] = j + 0;
          this.indices[i + 4] = j + 2;
          this.indices[i + 5] = j + 3;
      }
  
      /**
       * The default shader that is used if a sprite doesn't have a more specific one.
       *
       * @member {Shader}
       */
      this.shader = null;
  
      this.tempMatrix = new math.Matrix();
  
  
  
  
  }