code: 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;
      }
  }
docs: @author Mat Groves
  
  Big thanks to the very clever Matt DesLauriers <mattdesl> https://github.com/mattdesl/
  for creating the original pixi version!
  Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now share 4 bytes on the vertex buffer
  
  Heavily inspired by LibGDX's MeshRenderer:
  https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/MeshRenderer.java
   
  
  @class
  @private
  @memberof PIXI.mesh
  @extends ObjectRenderer
  @param renderer {WebGLRenderer} The renderer this sprite batch works for.