title: Issue with displaying Textures using LWJGL and SlickUtil
body: <p>Ive tried a lot but dont find my error. Heres my Code:</p>
  
  <pre><code>public class Renderer {
  public static final int WIDTH = 1080, HEIGHT = 720, FPS = 60;
  public static void createDisplay()
  {
      try {
          Display.setDisplayMode(new DisplayMode(WIDTH,HEIGHT));
          Display.create();
          Display.setVSyncEnabled(true);
      } catch (LWJGLException e) {
          e.printStackTrace();
          System.exit(0);
      }
  
      GL11.glEnable(GL11.GL_TEXTURE_2D);               
  
      GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);          
  
          // enable alpha blending
          GL11.glEnable(GL11.GL_BLEND);
          GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
  
          GL11.glViewport(0,0,WIDTH,HEIGHT);
      GL11.glMatrixMode(GL11.GL_MODELVIEW);
  
      GL11.glMatrixMode(GL11.GL_PROJECTION);
      GL11.glLoadIdentity();
      GL11.glOrtho(0, WIDTH, HEIGHT, 0, 1, -1);
      GL11.glMatrixMode(GL11.GL_MODELVIEW);
  }
  
  public static void updateDisplay(){
      Display.update();
      Display.sync(FPS);
      glClear(GL_COLOR_BUFFER_BIT);
      glClearColor(0.2f,0.2f,0.2f,1.0f);
  }
  
  public static void destroyDisplay()
  {
      Display.destroy();
  }
  
  public static void renderDisplay(ArrayList&lt;GameObject&gt; render, Camera cam)
  {
  
      Color.white.bind();
  
      for(GameObject obj: render)
      {
  
          obj.getTex().bind();
         if(obj instanceof Player)
          {
              glBegin(GL_QUADS);
              glTexCoord2f(0,0);
              glVertex2f(obj.getX()+WIDTH/2-cam.getX(), obj.getY()+HEIGHT/2-cam.getY());
              glTexCoord2f(obj.getTex().getWidth(),0);
              glVertex2f(obj.getX()+WIDTH/2+obj.getSizeX()-cam.getX(), obj.getY()+HEIGHT/2-cam.getY());
              glTexCoord2f(obj.getTex().getWidth(),obj.getTex().getHeight());
              glVertex2f(obj.getX()+WIDTH/2+obj.getSizeX()-cam.getX(), obj.getY()+HEIGHT/2+obj.getSizeY()-cam.getY());
              glTexCoord2f(0,obj.getTex().getHeight());
              glVertex2f(obj.getX()+WIDTH/2-cam.getX(), obj.getY()+HEIGHT/2+obj.getSizeY()-cam.getY());
              glEnd();
          }else{
              glBegin(GL_QUADS);
              glTexCoord2f(0,0);
              glVertex2f((obj.getX()-cam.getX()), (obj.getY()-cam.getY()));
              glTexCoord2f(1,0);
              glVertex2f((obj.getX()-cam.getX())+obj.getSizeX(), (obj.getY()-cam.getY()));
              glTexCoord2f(1,1);
              glVertex2f((obj.getX()-cam.getX())+obj.getSizeX(), (obj.getY()-cam.getY())+obj.getSizeY());
              glTexCoord2f(0,1);
              glVertex2f((obj.getX()-cam.getX()), (obj.getY()-cam.getY())+obj.getSizeY());
              glEnd();
  
          }
          obj.getTex().release(); 
      }
  
  }
  </code></pre>
  
  <p>There is no error the Texture is just not displayed. I use this method to load the images: </p>
  
  <pre><code>public static Texture getTex(String path)
  {
      Texture texture = null;
      try {
          texture = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream(path));
      } catch (FileNotFoundException e) {
          e.printStackTrace();
          Display.destroy();
          System.exit(1);
      } catch (IOException e) {
          e.printStackTrace();
          Display.destroy();
          System.exit(1);
      }
      return texture;
  }
  </code></pre>
  
  <p>This is my main game loop:</p>
  
  <pre><code>public static Player player = new Player(0, 0, 0, 0, 20, 20, 2, null);
  public static Camera cam = new Camera(0, 0);
  static ArrayList&lt;GameObject&gt; toRender = new ArrayList&lt;GameObject&gt;();
  
  public static void main(String[] args) {
      Renderer.createDisplay();
      toRender.add(new Wall(300, 300, 200, 100, IO.getTex("res/Terrain/Grass.png")));
      toRender.add(player);   
      player.setTex(IO.getTex("res/Entities/Player/Player.png"));
      while(!Display.isCloseRequested())
      {
          Renderer.updateDisplay();
          Input.updateInput();
          player.update();
          Renderer.renderDisplay(toRender, cam);
      }
      Renderer.destroyDisplay();
      System.exit(0);
  }
  </code></pre>
  
  <p>Its just displayed a white quad instead of a textured one.</p>