rootNode.setCullMode(Spatial.CULL_NEVER);
rootNode.setCullMode(SceneElement.CULL_NEVER);
    protected void simpleInitGame() {        //Set up cull state        CullState cs = display.getRenderer().createCullState();        cs.setCullMode(CullState.CS_BACK);        cs.setEnabled(true);               //Basic brick texture        TextureState brick = display.getRenderer().createTextureState();                Texture tex = TextureManager.loadTexture(                           TestFragmentProgramState.class.getClassLoader().getResource(BRICK_TEX),                           Texture.MM_LINEAR_LINEAR,                           Texture.FM_LINEAR);        tex.setWrap(Texture.WM_WRAP_S_WRAP_T);                //Height map of the brick wall               Texture height = TextureManager.loadTexture(                            TestFragmentProgramState.class.getClassLoader().getResource(BRICK_HEIGHT),                            Texture.MM_LINEAR_LINEAR,                            Texture.FM_LINEAR);        height.setWrap(Texture.WM_WRAP_S_WRAP_T);        //Normal map of the brick wall        Texture normal = TextureManager.loadTexture(                            TestFragmentProgramState.class.getClassLoader().getResource(BRICK_NRML),                            Texture.MM_LINEAR_LINEAR,                            Texture.FM_LINEAR);        normal.setWrap(Texture.WM_WRAP_S_WRAP_T);                brick.setTexture(tex, 0);        brick.setTexture(normal, 1);        brick.setTexture(height, 2);                brick.setEnabled(true);                        VertexProgramState vert = display.getRenderer().createVertexProgramState();        FragmentProgramState frag = display.getRenderer().createFragmentProgramState();        //Ensure the extensions are supported, else exit immediately        if (!vert.isSupported() || !frag.isSupported()) {            com.jme.util.LoggingSystem.getLogger().log(java.util.logging.Level.SEVERE,            "Your graphics card does not support vertex or fragment programs, and thus cannot run this test.");            quit();        }                //Load vertex program        vert.load(TestFragmentProgramState.class.getClassLoader().getResource(BRICK_VP));        vert.setEnabled(true);                //Load fragment program               frag.load(TestFragmentProgramState.class.getClassLoader().getResource(BRICK_FP));        frag.setEnabled(true);                Quad q = new Quad("wall", 10f, 10f);                //Set up textures        q.setRenderState(brick);                FloatBuffer tex1 = BufferUtils.createVector2Buffer(4);        for (int x = 0; x < 4; x++)            tex1.put(1.0f).put(0.0f);        q.setTextureBuffer(0, tex1, 1);                FloatBuffer tex2 = BufferUtils.createVector2Buffer(4);        for (int x = 0; x < 4; x++)            tex2.put(0.0f).put(1.0f);        q.setTextureBuffer(0, tex2, 2);                //Set up ARB programs        q.setRenderState(vert);        q.setRenderState(frag);                q.setRenderState(cs);                initLights();                rootNode.attachChild(q);        rootNode.setCullMode(Spatial.CULL_NEVER);    }