public void display(GLAutoDrawable glDrawable) {
        getGL2();

        gl.glClear(GL2.GL_COLOR_BUFFER_BIT);
        gl.glClear(GL2.GL_DEPTH_BUFFER_BIT);

        gl.glLoadIdentity();
        // update the camera position here so it doesn't fire on the dedicated server
        // Push the transformation for our player's Camera

        camera.setPerspective(gl);
        Light.update(gl, camera);
        render(Game.getMap().getSkybox());

        actor.ActorId playerShipId = Game.getPlayer().getShip().getId();

        // Render each actor
        for(Actor a: game.Game.getActors())
            //Don't render the players ship
            if (a.getId().equals(playerShipId) == false)
                render(a);

      shader.setUniform1b(gl, "lightingEnabled", false);
        if(ParticleSystem.isEnabled()){
            shader.setUniform1b(gl, "isTextured", false);
            ParticleSystem.render(gl);
            shader.setUniform1b(gl, "isTextured", true);
        }


        if (hud != null) {
            hud.drawStaticHud(gl);
        }

        if (inGameMenu != null) {
            inGameMenu.drawInGameMenu(gl);
        }
        
        if (respawnMenu != null) {
            respawnMenu.drawRespawnMenu(gl);
        }
        shader.setUniform1b(gl, "lightingEnabled", true);

        checkForGLErrors(gl);
    }