lightState.setEnabled(false);
	protected void simpleInitGame() {		results = new TriangleCollisionResults();		s = new CompositeSphere("sphere", 10, 10, 1);		s.updateCollisionTree();        s.setSolidColor(ColorRGBA.white);		s.setModelBound(new BoundingBox());		s.updateModelBound();		n = new Node("sphere node");		r = new PQTorus("tort", 5, 4, 2f, .5f, 128, 16);		r.updateCollisionTree();		r.setLocalTranslation(new Vector3f(0, 0, 0));        r.setSolidColor(ColorRGBA.white);		r.setModelBound(new BoundingBox());		r.updateModelBound();		m = new Node("tort node");		SpatialTransformer st = new SpatialTransformer(1);		st.setObject(m, 0, -1);		st.setPosition(0, 0, new Vector3f(10, 10, 0));		st.setPosition(0, 4, new Vector3f(-10, -10, 0));		st.setPosition(0, 8, new Vector3f(10, 10, 0));		st.interpolateMissing();		r.addController(st);		FloatBuffer color1 = r.getColorBuffer();		color1.clear();		for (int i = 0, bLength = color1.capacity(); i < bLength; i+=4) {		    ColorRGBA c = colorSpread[i % 3];		    color1.put(c.r).put(c.g).put(c.b).put(c.a);		}		color1.flip();		FloatBuffer color2 = s.getColorBuffer();		color2.clear();		for (int i = 0, bLength = color2.capacity(); i < bLength; i+=4) {		    ColorRGBA c = colorSpread[i % 3];		    color2.put(c.r).put(c.g).put(c.b).put(c.a);		}		color2.flip();		n.attachChild(r);		m.attachChild(s);		rootNode.attachChild(n);		rootNode.attachChild(m);		lightState.detachAll();	}