private void drawAxes()
	{
		GL11.glLineWidth(1.0f);

		GL11.glBegin(GL11.GL_LINES);
		GL11.glColor3d(0.2, 0.2, 0.2);
		GL11.glVertex3d(-AXIS_LENGTH, 0.0, -0.01 / zoom);
		GL11.glVertex3d(AXIS_LENGTH, 0.0, -0.01 / zoom);
		GL11.glVertex3d(0.0, -AXIS_LENGTH, -0.01 / zoom);
		GL11.glVertex3d(0.0, AXIS_LENGTH, -0.01 / zoom);

		int ticks = AXIS_LENGTH / TICK_SIZE;
		for (int i = 1; i < ticks; i++)
		{
			GL11.glVertex3d(-i * TICK_SIZE, -TICK_EXTRUSION, -0.01 / zoom);
			GL11.glVertex3d(-i * TICK_SIZE, TICK_EXTRUSION, -0.01 / zoom);

			GL11.glVertex3d(i * TICK_SIZE, -TICK_EXTRUSION, -0.01 / zoom);
			GL11.glVertex3d(i * TICK_SIZE, TICK_EXTRUSION, -0.01 / zoom);

			GL11.glVertex3d(-TICK_EXTRUSION, -i * TICK_SIZE, -0.01 / zoom);
			GL11.glVertex3d(TICK_EXTRUSION, -i * TICK_SIZE, -0.01 / zoom);

			GL11.glVertex3d(-TICK_EXTRUSION, i * TICK_SIZE, -0.01 / zoom);
			GL11.glVertex3d(TICK_EXTRUSION, i * TICK_SIZE, -0.01 / zoom);
		}
		GL11.glEnd();
		drawGrid();
	}