Image lstScreenImage, Image nxtScreenImage, Screen nxtScreen)
Image lstScreenImage, Image nxtScreenImage, AccessibleCanvas nxtCanvas, Displayable nxtDisplayable  )
	protected void show(Style style, Display dsplay, int width, int height,			Image lstScreenImage, Image nxtScreenImage, Screen nxtScreen) 	{		super.show(style, dsplay, width, height, lstScreenImage,				nxtScreenImage, nxtScreen);		// initialization of 3D settings:	    // Hole grafischen Context Graphics3D		this.g3D = Graphics3D.getInstance();	    // Setze Kamera		this.camera = new Camera();	    this.camera.setPerspective(5F, (float)width/ (float)height, 1F, 50F);	    // Setze Beleuchtungs-Modus	    this.light = new Light();	    this.light.setMode(Light.AMBIENT);	    // Eck-Koordinaten des Wuerfels	    byte verticies[] = {	      1, 1, 1, -1, 1, 1, 1, -1, 1, -1, -1, 1, // vorne	      -1, 1, -1, 1, 1, -1, -1, -1, -1, 1, -1, -1, // hinten	      -1, 1, 1, -1, 1, -1, -1, -1, 1, -1, -1, -1, // links	      1, 1, -1, 1, 1, 1, 1, -1, -1, 1, -1, 1, // rechts	      1, 1, -1, -1, 1, -1, 1, 1, 1, -1, 1, 1, // oben	      1, -1, 1, -1, -1, 1, 1, -1, -1, -1, -1, -1 // unten	    };	    // Eck-Koordinaten in VertexArray speichern	    VertexArray vertArray = new VertexArray(verticies.length / 3, 3, 1);	    vertArray.set(0, verticies.length / 3, verticies);	    // Textur-Koordinaten	     byte tex[] = {	       1, 0, 0, 0, 1, 1, 0, 1, // vorne	       1, 0, 0, 0, 1, 1, 0, 1, // hinten	       1, 0, 0, 0, 1, 1, 0, 1, // links	       1, 0, 0, 0, 1, 1, 0, 1, // rechts	       1, 0, 0, 0, 1, 1, 0, 1, // oben	       1, 0, 0, 0, 1, 1, 0, 1  // unten	     };	    // Textur-Koord. in einem VertexArray speichern	    VertexArray texArray = new VertexArray(tex.length / 2, 2, 1);	    texArray.set(0, tex.length / 2, tex);	    // Referenzen auf Eck- und Textur-Koord. in VertexBuffer	    this.vertexBuffer = new VertexBuffer();	    this.vertexBuffer.setPositions(vertArray, 1.0F, null);	    this.vertexBuffer.setTexCoords(0, texArray, 1.0F, null);	    // Laenge jeder Wuerfel-Seite	    int stripLen[] = {4, 4, 4, 4, 4, 4};	    this.triangleStripArray = new TriangleStripArray(0, stripLen);	    Texture2D texture2D = null;	    //TODO check if texture format is okay	    Integer maxTexDimensionInt = (Integer) Graphics3D.getProperties().get("maxTextureDimension");	    int maxWidth = width;	    int maxHeight = height;	    if (maxTexDimensionInt != null) {	    	int texDimension = maxTexDimensionInt.intValue();	    	maxWidth = Math.min( width, texDimension );	    	maxHeight = Math.min( height, texDimension );	    }	    int temp = 64;	    while ( temp < maxWidth ) {	    	temp *= 2;	    }	    maxWidth = temp / 2;	    temp = 64;	    while ( temp < maxHeight ) {	    	temp *= 2;	    }	    maxHeight = temp / 2;	    //#debug	    System.out.println("Textture image dimension: " + maxWidth + ", " + maxHeight );	    //Image textureImage = Image.createImage( maxWidth, maxHeight );	    Image textureImage = Image.createImage( 128, 128 );	    Graphics g = textureImage.getGraphics();	    g.drawImage( nxtScreenImage, 0, 0, Graphics.TOP | Graphics.LEFT );	    texture2D = new Texture2D(new Image2D( Image2D.RGB, textureImage ) );	    // Definiere Material	    Material material = new Material();	    material.setColor(Material.AMBIENT, 0xFFFFFFFF);	    // Aktiviere Perspective Correct Textur Mapping	    PolygonMode polygonMode = new PolygonMode();	    polygonMode.setPerspectiveCorrectionEnable(true);	    // Referenzen auf Textur, Material und PolygonMode Eigenschaften in Appearance speichern	    this.appearance = new Appearance();	    this.appearance.setTexture(0, texture2D);	    this.appearance.setMaterial(material);	    this.appearance.setPolygonMode(polygonMode);	    // Hintergrund fuer die Szene definieren	    this.background = new Background();	    this.background.setColor(0x000000); 	}