public static void render(World world){
		
		GL11.glDisable(GL11.GL_TEXTURE_2D);
		
		GL11.glColor3f(0.2f, 0.2f, 0.2f);
		GL11.glBegin(GL11.GL_QUADS);
		GL11.glVertex2f(0 + Game.PLAYER.getCameraX(), 0 + Game.PLAYER.getCameraY());
		GL11.glVertex2f(Game.SCREEN_WIDTH + Game.PLAYER.getCameraX(), 0 + Game.PLAYER.getCameraY());
		GL11.glVertex2f(Game.SCREEN_WIDTH + Game.PLAYER.getCameraX(), Game.SCREEN_HEIGHT + Game.PLAYER.getCameraY());
		GL11.glVertex2f(0 + Game.PLAYER.getCameraX(), Game.SCREEN_HEIGHT + Game.PLAYER.getCameraY());
		GL11.glEnd();
		
		GL11.glEnable(GL11.GL_TEXTURE_2D);
		
		// stretch to screen
		while(Game.WORLD_WIDTH/scale < Game.SCREEN_WIDTH && Game.WORLD_HEIGHT/scale < Game.SCREEN_HEIGHT){
			scale -= 2;
		}
		if(Game.WORLD_WIDTH/scale < Game.SCREEN_WIDTH){
			mapOffsetX = (Game.SCREEN_WIDTH - Game.WORLD_WIDTH/scale)/2;
		}
		
		if(Game.WORLD_HEIGHT/scale < Game.SCREEN_HEIGHT){
			mapOffsetY = (Game.SCREEN_HEIGHT - Game.WORLD_HEIGHT/scale)/2;
		}

		
		GL11.glColor3f(1f, 0.9f, 0.7f);
		for (GameObject object : world.backgroundTiles) {
			object.mapRender(scale, mapOffsetX, mapOffsetY);
		}
		
		Game.PLAYER.mapRender(scale, mapOffsetX, mapOffsetY);
		
		// implement me when render method is defined in entity
//		for (GameObject object : world.entityList) {
//			object.mapRender(scale);
//		}
		
		for (GameObject object : world.objectList) {
			object.mapRender(scale, mapOffsetX, mapOffsetY);
		}
		
		Font.render("Karte", Game.PLAYER.getCameraX() + 32, Game.PLAYER.getCameraY() + Game.SCREEN_HEIGHT - 32, 2);
		
	}