private void renderTex(float fadeVal) {
    //
    //You draw a diamond-shaped area around the four points-
    final float
      w = xdim(),
      h = ydim(),
      x = xpos(),
      y = ypos() ;
    GL11.glBegin(GL11.GL_QUADS) ;
    
    if (fadeVal == -1) GL11.glTexCoord2f(0, 0) ;
    else GL11.glTexCoord3f(0, 0, fadeVal) ;
    GL11.glVertex2f(x, y + (h / 2)) ;
    
    if (fadeVal == -1) GL11.glTexCoord2f(0, 1) ;
    else GL11.glTexCoord3f(0, 1, fadeVal) ;
    GL11.glVertex2f(x + (w / 2), y + h) ;
    
    if (fadeVal == -1) GL11.glTexCoord2f(1, 1) ;
    else GL11.glTexCoord3f(1, 1, fadeVal) ;
    GL11.glVertex2f(x + w, y + (h / 2)) ;
    
    if (fadeVal == -1) GL11.glTexCoord2f(1, 0) ;
    else GL11.glTexCoord3f(1, 0, fadeVal) ;
    GL11.glVertex2f(x + (w / 2), y) ;
    
    GL11.glEnd() ;
  }