skyboxQuads[i].setCullMode(Spatial.CULL_NEVER);
skyboxQuads[i].setCullMode(SceneElement.CULL_NEVER);
    private void initialize() {        DisplaySystem display = DisplaySystem.getDisplaySystem();        // Skybox consists of 6 sides        skyboxQuads = new Quad[6];        // Create each of the quads        skyboxQuads[NORTH] = new Quad("north", xExtent * 2, yExtent * 2);        skyboxQuads[NORTH].setLocalRotation(new Quaternion(new float[] { 0,                (float) Math.toRadians(180), 0 }));        skyboxQuads[NORTH].setLocalTranslation(new Vector3f(0, 0, zExtent));        skyboxQuads[SOUTH] = new Quad("south", xExtent * 2, yExtent * 2);        skyboxQuads[SOUTH].setLocalTranslation(new Vector3f(0, 0, -zExtent));        skyboxQuads[EAST] = new Quad("east", zExtent * 2, yExtent * 2);        skyboxQuads[EAST].setLocalRotation(new Quaternion(new float[] { 0,                (float) Math.toRadians(90), 0 }));        skyboxQuads[EAST].setLocalTranslation(new Vector3f(-xExtent, 0, 0));        skyboxQuads[WEST] = new Quad("west", zExtent * 2, yExtent * 2);        skyboxQuads[WEST].setLocalRotation(new Quaternion(new float[] { 0,                (float) Math.toRadians(270), 0 }));        skyboxQuads[WEST].setLocalTranslation(new Vector3f(xExtent, 0, 0));        skyboxQuads[UP] = new Quad("up", xExtent * 2, zExtent * 2);        skyboxQuads[UP].setLocalRotation(new Quaternion(new float[] {                (float) Math.toRadians(90), (float) Math.toRadians(270), 0 }));        skyboxQuads[UP].setLocalTranslation(new Vector3f(0, yExtent, 0));        skyboxQuads[DOWN] = new Quad("down", xExtent * 2, zExtent * 2);        skyboxQuads[DOWN].setLocalRotation(new Quaternion(new float[] {                (float) Math.toRadians(270), (float) Math.toRadians(270), 0 }));        skyboxQuads[DOWN].setLocalTranslation(new Vector3f(0, -yExtent, 0));        // We don't want the light to effect our skybox        setLightCombineMode(LightState.OFF);                setTextureCombineMode(TextureState.REPLACE);        ZBufferState zbuff = display.getRenderer().createZBufferState();        zbuff.setWritable(false);        zbuff.setEnabled(true);        zbuff.setFunction(ZBufferState.CF_LEQUAL);        setRenderState(zbuff);        // We don't want it making our skybox disapear, so force view        setCullMode(Spatial.CULL_NEVER);        for (int i = 0; i < 6; i++) {            // Make sure texture is only what is set.            skyboxQuads[i].setTextureCombineMode(TextureState.REPLACE);            // Make sure no lighting on the skybox            skyboxQuads[i].setLightCombineMode(LightState.OFF);            // Make sure the quad is viewable            skyboxQuads[i].setCullMode(Spatial.CULL_NEVER);            // Set a bounding volume            skyboxQuads[i].setModelBound(new BoundingBox());            skyboxQuads[i].updateModelBound();            skyboxQuads[i].setRenderQueueMode(Renderer.QUEUE_SKIP);            skyboxQuads[i].setVBOInfo(null);            // And attach the skybox as a child            attachChild(skyboxQuads[i]);        }    }