public void render(){
		glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		glEnable(GL_TEXTURE_2D);
		
		if(color != null) color.bind();
		if(textures != null) textures[textureIndex].bind();
		
		int x = position.x;
		int y = position.y;
		
		glBegin(GL_TRIANGLES); {
			glTexCoord2f(0, 0);
			glVertex2f(x, y);
			glTexCoord2f(1, 0);
			glVertex2f(x + size, y);
			glTexCoord2f(0, 1);
			glVertex2f(x, y + size);

			glTexCoord2f(1, 0);
			glVertex2f(x + size, y);
			glTexCoord2f(1, 1);
			glVertex2f(x + size, y + size);
			glTexCoord2f(0, 1);
			glVertex2f(x, y + size);
		} glEnd();
	}