_quad = new Quad( name+"_quad", (_width - 1), (_height - 1));
_quad = new Quad( getName()+"_quad", (_width - 1), (_height - 1));
    protected void setup() {        /*         * Create the alpha state to allow black to equal transparent         */        AlphaState as1 = DisplaySystem.getDisplaySystem().getRenderer().createAlphaState();        as1.setBlendEnabled(true);        as1.setSrcFunction(AlphaState.SB_SRC_ALPHA);        as1.setDstFunction(AlphaState.DB_ONE_MINUS_SRC_ALPHA);        as1.setTestEnabled(true);        as1.setTestFunction(AlphaState.TF_GREATER);        this.setRenderState(as1);                /*         * Create with border or not         */        if( usingTexture()) {                        /*             * WITH TEXTURES              */                        //System.out.println( "With Texture: " + name + " x: " + _x + " y: " + _y + " w: " + _width + " h:" + _height);            	        _quad = new Quad( name+"_quad", _width, _height);        	        /*	         * Use the default texture state if there is one right now...	         * we can always add one later.	         */	        if( _textureStates != null && _textureStates.size() > 0 && _textureStates.elementAt(0) != null) {	            _quad.setRenderState( ((TextureState) _textureStates.elementAt(0)));	        }	        	        this.attachChild( _quad);	                } else if( usingBorders() ){                        /*             * WITH BORDER              */                        //System.out.println( "With Border: " + name + " x: " + _x + " y: " + _y + " w: " + _width + " h:" + _height);            	        /*	         * Create the base quad	         */	        _quad = new Quad( name+"_quad", (_width - 1), (_height - 1));	        _quad.setColor( 0, _scheme._backgroundcolor);	        _quad.setColor( 1, _scheme._backgroundcolor);	        _quad.setColor( 2, _scheme._backgroundcolor);	        _quad.setColor( 3, _scheme._backgroundcolor);        	        /*	         * Create the upper part of the border	         */	        	        _topborder = createTBorder();	        _topborder.setLocalTranslation( new Vector3f( _x + (_width / 2), _y + (_height / 2), 0.0f) );	        this.attachChild( _topborder);	        	        /*	         * Create right part of the border	         */	        _rightborder = createRBorder();	        _rightborder.setLocalTranslation( new Vector3f( _x + (_width / 2), _y + (_height / 2), 0.0f) );	        this.attachChild( _rightborder);	        	        /*	         * Create bottom part of the border	         */	        _bottomborder = createBBorder();	        _bottomborder.setLocalTranslation( new Vector3f( _x + (_width / 2), _y + (_height / 2), 0.0f) );	        this.attachChild( _bottomborder);	        	        /*	         * Create left part of the border	         */	        _leftborder = createLBorder();	        _leftborder.setLocalTranslation( new Vector3f( _x + (_width / 2), _y + (_height / 2), 0.0f) );	        this.attachChild( _leftborder);	        this.attachChild( _quad);	                }                        /*         * because quads are created based on their center...         */        if( _quad != null) {            _quad.setLocalTranslation( new Vector3f( _x + (_width / 2), _y + (_height / 2), 0.0f) );        }                setRenderQueueMode( Renderer.QUEUE_ORTHO);    }