function DebugRender()
{
	this.debug_points = []; //used for debugging, allows to draw points easily

	//current frame data to render (we store it so we can render with less drawcalls)
	this._points = []; //linear array with x,y,z, x,y,z, ...
	this._points_color = [];
	this._points_nodepth = []; //linear array with x,y,z, x,y,z, ...
	this._points_color_nodepth = [];
	this._lines = []; //vec3,vec3 array
	this._lines_color = []; //
	this._names = []; //array of [vec3, string]

	this.grid_texture_url = "imgs/grid.png";

	//this camera is used to render names
	this.camera2D = new LS.Camera({eye:[0,0,0],center:[0,0,-1]});
	this.createMeshes();

	this.colors = {
		selected: vec4.fromValues(1,1,1,1),
		node: vec4.fromValues(1,0.5,0,1),
		bone: vec4.fromValues(1,0,0.5,1)
	};

	this.settings = {
		render_grid: true,
		grid_scale: 1.0,
		grid_alpha: 0.5,
		grid_plane: "xz",
		render_names: false,
		render_skeletons: true,
		render_tree: false,
		render_components: true,
		render_null_nodes: true,
		render_axis: false,
		render_colliders: true,
		render_paths: true,
		render_origin: true,
		render_colliders_aabb: false
	};

	this._in_scene = false;
}
DebugRender
Used to render debug information like skeletons, a grid, etc
I moved it from WebGLStudio to LS so it could help when working with scenes coded without the editor

@class DebugRender
@namespace LS
@constructor