public void render() {
		float x0 = x + Game.xScroll / 16;
		float y0 = y + Game.yScroll / 16;
		
		float x1 = x + 1 + Game.xScroll / 16;
		float y1 = y + 1 + Game.yScroll / 16;
		
		if (x1 < 0 || y1 < 0 || x0 > Component.width / 16 || y0 > Component.height / 16) return;
		Texture.tiles.bind();
			glBegin(GL_QUADS);	
Renderer.quadData(x * size, y * size, halfSize, halfSize, color, xo + tileSprite[0], yo + tileSprite[1]);
Renderer.quadData(x * size + 8, y * size, halfSize, halfSize, color, xo + tileSprite[2], yo + tileSprite[3]);
Renderer.quadData(x * size + 8, y * size + 8, halfSize, halfSize, color, xo + tileSprite[4], yo + tileSprite[5]);
Renderer.quadData(x * size, y * size + 8, halfSize, halfSize, color, xo + tileSprite[6], yo + tileSprite[7]);
			glEnd();
		Texture.tiles.unbind();
	}