fps.setForceView(true);
fps.setCullMode(Spatial.CULL_NEVER);
  protected final void initGame() {      /** Create rootNode */    rootNode = new Node("rootNode");    /** Create a wirestate to toggle on and off.  Starts disabled with     * default width of 1 pixel. */    wireState = display.getRenderer().createWireframeState();    wireState.setEnabled(false);    rootNode.setRenderState(wireState);    /** Create a ZBuffer to display pixels closest to the camera above farther ones.  */    ZBufferState buf = display.getRenderer().createZBufferState();    buf.setEnabled(true);    buf.setFunction(ZBufferState.CF_LEQUAL);    rootNode.setRenderState(buf);    // -- FPS DISPLAY    // First setup alpha state      /** This allows correct blending of text and what is already rendered below it*/    AlphaState as1 = display.getRenderer().createAlphaState();    as1.setBlendEnabled(true);    as1.setSrcFunction(AlphaState.SB_SRC_ALPHA);    as1.setDstFunction(AlphaState.DB_ONE);    as1.setTestEnabled(true);    as1.setTestFunction(AlphaState.TF_GREATER);    as1.setEnabled(true);    // Now setup font texture    TextureState font = display.getRenderer().createTextureState();      /** The texture is loaded from fontLocation */    font.setTexture(        TextureManager.loadTexture(        SimpleGame.class.getClassLoader().getResource(        fontLocation),        Texture.MM_LINEAR,        Texture.FM_LINEAR));    font.setEnabled(true);    // Then our font Text object.      /** This is what will actually have the text at the bottom. */    fps = new Text("FPS label", "");    fps.setForceView(true);    fps.setTextureCombineMode(TextureState.REPLACE);    // Finally, a stand alone node (not attached to root on purpose)    fpsNode = new Node("FPS node");    fpsNode.attachChild(fps);    fpsNode.setRenderState(font);    fpsNode.setRenderState(as1);    fpsNode.setForceView(true);    // ---- LIGHTS      /** Set up a basic, default light. */    PointLight light = new PointLight();    light.setDiffuse(new ColorRGBA(1.0f, 1.0f, 1.0f, 1.0f));    light.setAmbient(new ColorRGBA(0.5f, 0.5f, 0.5f, 1.0f));    light.setLocation(new Vector3f(100, 100, 100));    light.setEnabled(true);      /** Attach the light to a lightState and the lightState to rootNode. */    lightState = display.getRenderer().createLightState();    lightState.setEnabled(true);    lightState.attach(light);    rootNode.setRenderState(lightState);      /** Let derived classes initialize. */    simpleInitGame();      /** Update geometric and rendering information for both the rootNode and fpsNode. */    rootNode.updateGeometricState(0.0f, true);    rootNode.updateRenderState();    fpsNode.updateGeometricState(0.0f, true);    fpsNode.updateRenderState();  }