cs.setEnabled(false);
cs.setEnabled(true);
    protected void initGame() {        scene = new Node("3D Scene Node");        root = new Node("Root Scene Node");       DirectionalLight am = new DirectionalLight();        am.setDiffuse(new ColorRGBA(0.0f, 1.0f, 0.0f, 1.0f));        am.setAmbient(new ColorRGBA(0.5f, 0.5f, 0.5f, 1.0f));        am.setDirection(new Vector3f(1, 0, 0));        LightState state = display.getRenderer().getLightState();        state.setEnabled(true);        state.attach(am);        am.setEnabled(true);        SpotLight sl = new SpotLight();        sl.setDiffuse(new ColorRGBA(1.0f, 1.0f, 1.0f, 1.0f));        sl.setAmbient(new ColorRGBA(0.75f, 0.75f, 0.75f, 1.0f));        sl.setDirection(new Vector3f(0, 0, 1));        sl.setLocation(new Vector3f(0, 0, 0));        sl.setAngle(25);        LightState cameraLightState = display.getRenderer().getLightState();        cameraLightState.setEnabled(true);        sl.setEnabled(true);        scene.setRenderState(state);        model = new MilkshapeASCIIModel("Milkshape Model");        URL modelURL = TestCameraMan.class.getClassLoader().getResource("jmetest/data/model/msascii/run.txt");        model.load(modelURL, "jmetest/data/model/msascii/");        model.getAnimationController().setActive(false);        scene.attachChild(model);        root.attachChild(scene);        CullState cs = display.getRenderer().getCullState();        cs.setCullMode(CullState.CS_BACK);        cs.setEnabled(false);        scene.setRenderState(cs);        model.setRenderState(cs);        LightNode cameraLight = new LightNode("Camera Light", cameraLightState);        cameraLight.setLight(sl);        cameraLight.setTarget(model);        Model camBox = new MilkshapeASCIIModel("Camera Box");        URL camBoxUrl = TestCameraMan.class.getClassLoader().getResource("jmetest/data/model/msascii/camera.txt");        camBox.load(camBoxUrl, "jmetest/data/model/msascii/");        camNode.attachChild(camBox);        camNode.attachChild(cameraLight);        Quad quad = new Quad("Monitor");        quad.initialize(3,3);        quad.setLocalTranslation(new Vector3f(3.75f,52.5f,90));        Quad quad2 = new Quad("Monitor");        quad2.initialize(3.4f,3.4f);        quad2.setLocalTranslation(new Vector3f(3.95f,52.6f,89.5f));        // Setup our params for the depth buffer        ZBufferState buf = display.getRenderer().getZBufferState();        buf.setEnabled(true);        buf.setFunction(ZBufferState.CF_LEQUAL);        model.setRenderState(buf);        scene.setRenderState(buf);        scene.attachChild(quad);        scene.attachChild(quad2);        scene.attachChild(camNode);        // Ok, now lets create the Texture object that our monkey cube will be rendered to.//        tRenderer.setBackgroundColor(new ColorRGBA(.667f, .667f, .851f, 1f));        tRenderer.setBackgroundColor(new ColorRGBA(0f, 0f, 0f, 1f));        fakeTex = tRenderer.setupTexture();        TextureState screen = display.getRenderer().getTextureState();        screen.setTexture(fakeTex);        screen.setEnabled(true);        quad.setRenderState(screen);        TextureState ts = display.getRenderer().getTextureState();        ts.setEnabled(true);        //This code is all for the FPS display...        // First setup alpha state        AlphaState as1 = display.getRenderer().getAlphaState();        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().getTextureState();        font.setTexture(            TextureManager.loadTexture(            TestImposterNode.class.getClassLoader().getResource(            "jmetest/data/font/font.png"),            Texture.MM_LINEAR,            Texture.FM_LINEAR,            true));        font.setEnabled(true);        // Then our font Text object.        fps = new Text("FPS label", "");        fps.setRenderState(font);        fps.setRenderState(as1);        fps.setForceView(true);        // Finally, a stand alone node (not attached to root on purpose)        fpsNode = new Node("FPS node");        fpsNode.attachChild(fps);        fpsNode.setForceView(true);        cam.update();        scene.updateGeometricState(0.0f, true);        fpsNode.updateGeometricState(0.0f, true);    }