input = new FirstPersonHandler(DisplaySystem.getDisplaySystem() .getRenderer().getCamera(), 50.0f, 1.0f);
input = new FirstPersonHandler(DisplaySystem.getDisplaySystem().getRenderer().getCamera(), 5.0f, 1.0f);
    public void init() {        rootNode = new Node("RootNode");        // Create a wirestate to toggle on and off. Starts disabled with default        // width of 1 pixel.        wireState = DisplaySystem.getDisplaySystem().getRenderer()                .createWireframeState();        wireState.setEnabled(false);        rootNode.setRenderState(wireState);        // Create ZBuffer for depth        ZBufferState zbs = DisplaySystem.getDisplaySystem().getRenderer()                .createZBufferState();        zbs.setEnabled(true);        zbs.setFunction(ZBufferState.CF_LEQUAL);        rootNode.setRenderState(zbs);        // Initial InputHandler        input = new FirstPersonHandler(DisplaySystem.getDisplaySystem()                .getRenderer().getCamera(), 50.0f, 1.0f);        // Signal to the renderer that it should keep track of rendering        // information.        DisplaySystem.getDisplaySystem().getRenderer().enableStatistics(true);        initKeyBindings();        PointLight light = new PointLight();        light.setDiffuse(new ColorRGBA(0.75f, 0.75f, 0.75f, 0.75f));        light.setAmbient(new ColorRGBA(0.5f, 0.5f, 0.5f, 1.0f));        light.setLocation(new Vector3f(100.0f, 100.0f, 100.0f));        light.setEnabled(true);        /** Attach the light to a lightState and the lightState to rootNode. */        lightState = DisplaySystem.getDisplaySystem().getRenderer()                .createLightState();        lightState.setEnabled(true);        lightState.attach(light);        rootNode.setRenderState(lightState);        // Finish up        rootNode.updateRenderState();        rootNode.updateWorldBound();        rootNode.updateGeometricState(0.0f, true);    }