docs: function MeshRenderer(renderer)
  {
      ObjectRenderer.call(this, renderer);
  
  
      /**
       * Holds the indices
       *
       * @member {Uint16Array}
       */
      this.indices = new Uint16Array(15000);
  
      //TODO this could be a single buffer shared amongst all renderers as we reuse this set up in most renderers
      for (var i=0, j=0; i < 15000; 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;
      }
  }