public void renderTick(){
		float specular0[]={1f, 0f, 0f, 1f};
		float light0_pos[]={1f, 2f, 3f, 1f};
		ByteBuffer temp = ByteBuffer.allocateDirect(16);
		temp.order(ByteOrder.nativeOrder());
		GL11.glEnable(GL11.GL_LIGHT0);
		GL11.glEnable(GL11.GL_COLOR_MATERIAL);
		GL11.glEnable(GL11.GL_NORMALIZE);
		GL11.glEnable(GL11.GL_LIGHTING);
		GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, (FloatBuffer)temp.asFloatBuffer().put(light0_pos).flip());
		GL11.glLight(GL11.GL_LIGHT0, GL11.GL_SPECULAR, (FloatBuffer)temp.asFloatBuffer().put(specular0).flip());
		GL11.glColorMaterial(GL11.GL_FRONT_AND_BACK, GL11.GL_AMBIENT_AND_DIFFUSE);
		GL11.glPushMatrix();
		Entity.RenderTick();
		GL11.glPopMatrix();
		GL11.glDisable(GL11.GL_LIGHTING);
		GL11.glDisable(GL11.GL_LIGHT0);
		GL11.glDisable(GL11.GL_COLOR_MATERIAL);
		GL11.glDisable(GL11.GL_NORMALIZE);
	}