_controlHandle.setMoveSpeed(50);
_lightState.detachAll();
final DirectionalLight dLight = new DirectionalLight();
dLight.setEnabled(true);
dLight.setAmbient(new ColorRGBA(0.4f, 0.4f, 0.5f, 1));
dLight.setDiffuse(new ColorRGBA(0.6f, 0.6f, 0.5f, 1));
dLight.setSpecular(new ColorRGBA(0.3f, 0.3f, 0.2f, 1));
dLight.setDirection(new Vector3(-1, -1, -1).normalizeLocal());
_lightState.attach(dLight);
_lightState.setEnabled(true);
final CullState cs = new CullState();
cs.setEnabled(true);
cs.setCullFace(CullState.Face.Back);
_root.setRenderState(cs);
fogState = new FogState();
fogState.setStart(farPlane / 2.0f);
fogState.setEnd(farPlane);
fogState.setColor(new ColorRGBA(0.96f, 0.97f, 1.0f, 1.0f));
fogState.setDensityFunction(DensityFunction.Linear);
_root.setRenderState(fogState);
// add our sphere, but have it off for now.
sphere.getSceneHints().setCullHint(CullHint.Always);