}
} else if (t.hasNormalizedNormals()) { GL11.glDisable(GL11.GL_NORMALIZE); } else { GL11.glEnable(GL11.GL_NORMALIZE); }
    protected void doTransforms(Geometry t) {//    	 set world matrix        if (!generatingDisplayList || (t.getLocks() & Spatial.LOCKED_TRANSFORMS) != 0) {	        GL11.glMatrixMode(GL11.GL_MODELVIEW);	        GL11.glPushMatrix();		        Vector3f translation = t.getWorldTranslation();	        if (!translation.equals(Vector3f.ZERO))	            GL11.glTranslatef(translation.x, translation.y, translation.z);		        Quaternion rotation = t.getWorldRotation();	        if (!rotation.equals(Quaternion.IDENTITY)) {	            float rot = rotation.toAngleAxis(vRot) * FastMath.RAD_TO_DEG;	            GL11.glRotatef(rot, vRot.x, vRot.y, vRot.z);	        }	        	        Vector3f scale = t.getWorldScale();	        if (!scale.equals(Vector3f.UNIT_XYZ)) {	            GL11.glScalef(scale.x, scale.y, scale.z);	            GL11.glEnable(GL11.GL_NORMALIZE); // since we are using	                                                // glScalef, we should	                                                // enable this to keep	                                                // normals working.	        }        }    }