pr = new BoundingPickResults(); }
b.setLightCombineMode( LightState.OFF ); pr = new BoundingPickResults(); (( FirstPersonHandler ) input ).getMouseLookHandler().setEnabled( false ); }
	protected void simpleInitGame() {		// Create a new mouse. Restrict its movements to the display screen.		am = new AbsoluteMouse("The Mouse", display.getWidth(), display				.getHeight());		// Get a picture for my mouse.		TextureState ts = display.getRenderer().createTextureState();		URL cursorLoc;		cursorLoc = HelloMousePick.class.getClassLoader().getResource(				"jmetest/data/cursor/cursor1.png");		Texture t = TextureManager.loadTexture(cursorLoc, Texture.MM_LINEAR,				Texture.FM_LINEAR);		ts.setTexture(t);		am.setRenderState(ts);		// Make the mouse's background blend with what's already there		AlphaState as = display.getRenderer().createAlphaState();		as.setBlendEnabled(true);		as.setSrcFunction(AlphaState.SB_SRC_ALPHA);		as.setDstFunction(AlphaState.DB_ONE_MINUS_SRC_ALPHA);		as.setTestEnabled(true);		as.setTestFunction(AlphaState.TF_GREATER);		am.setRenderState(as);		// Get the mouse input device and assign it to the AbsoluteMouse		// Move the mouse to the middle of the screen to start with		am.setLocalTranslation(new Vector3f(display.getWidth() / 2, display				.getHeight() / 2, 0));		// Assign the mouse to an input handler        am.registerWithInputHandler( input );                // Create the box in the middle. Give it a bounds		b = new Box("My Box", new Vector3f(-1, -1, -1), new Vector3f(1, 1, 1));		b.setModelBound(new BoundingBox());		b.updateModelBound();		// Attach Children		rootNode.attachChild(b);		rootNode.attachChild(am);		// Remove all the lightstates so we can see the per-vertex colors		lightState.detachAll();		pr = new BoundingPickResults();	}