fps.setCullMode(Spatial.CULL_NEVER);
fps.setCullMode(SceneElement.CULL_NEVER);
    protected final 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);      // -- FPS DISPLAY      // First setup alpha state        /** This allows correct blending of text and what is already rendered below it*/      AlphaState as1 = display.getRenderer().createAlphaState();      as1.setBlendEnabled(true);      as1.setSrcFunction(AlphaState.SB_SRC_ALPHA);      as1.setDstFunction(AlphaState.DB_ONE);      as1.setTestEnabled(true);      as1.setTestFunction(AlphaState.TF_GREATER);      as1.setEnabled(true);      // Now setup font texture      TextureState font = display.getRenderer().createTextureState();        /** The texture is loaded from fontLocation */      font.setTexture(          TextureManager.loadTexture(          SimpleGame.class.getClassLoader().getResource(          fontLocation),          Texture.MM_LINEAR,          Texture.FM_LINEAR));      font.setEnabled(true);      // Then our font Text object.        /** This is what will actually have the text at the bottom. */      fps = new Text("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.attachChild(fps);      fpsNode.setRenderState(font);      fpsNode.setRenderState(as1);      fpsNode.setCullMode(Spatial.CULL_NEVER);      // ---- LIGHTS        /** Set up a basic, default light. */      PointLight light = new PointLight();      light.setDiffuse(new ColorRGBA(1.0f, 1.0f, 1.0f, 1.0f));      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();        /** 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();    }