fpsNode.setCullMode( Spatial.CULL_NEVER );
fpsNode.setCullMode( SceneElement.CULL_NEVER );
    protected 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 );        // Then our font Text object.        /** This is what will actually have the text at the bottom. */        fps = Text.createDefaultTextLabel( "FPS label" );        fps.setCullMode( Spatial.CULL_NEVER );        fps.setTextureCombineMode( TextureState.REPLACE );        // Finally, a stand alone node (not attached to root on purpose)        fpsNode = new Node( "FPS node" );        fpsNode.setRenderState( fps.getRenderState( RenderState.RS_ALPHA ) );        fpsNode.setRenderState( fps.getRenderState( RenderState.RS_TEXTURE ) );        fpsNode.attachChild( fps );        fpsNode.setCullMode( Spatial.CULL_NEVER );        // ---- LIGHTS        /** Set up a basic, default light. */        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, 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();        timer.reset();        /**         * 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();    }