}else{
gl.glBegin (GL.GL_QUADS);
gl.glVertex3d (minX, minY, 0.0);
gl.glVertex3d (maxX, minY, 0.0);
gl.glVertex3d (maxX, maxY, 0.0);
gl.glVertex3d (minX, maxY, 0.0);
gl.glEnd ();
}
// */
////////////////////////////////////
// gl.glDepthMask(true); //Disabled to avoid too many state switches,