@Override
	public void render() {
		if(world != null) {
			world.render();
		}
		/*ray = new Edge(new Vector(light.x, light.y), world.getRayEnd(light, new Vector(world.offsetX + Mouse.getX(), world.offsetY + height - Mouse.getY()), world.sizeX * Tile.SIZE, world.sizeY * Tile.SIZE));
		intersection = world.getRayIntersection(ray);
		if(intersection != null) {
			GL11.glPushMatrix();
			GL11.glBegin(GL11.GL_LINES);
			GL11.glColor4f(1.0F, 0.0F, 0.0F, 1.0F);
			GL11.glVertex2d(-world.offsetX + light.x, -world.offsetY + light.y);
			GL11.glVertex2d(-world.offsetX + ray.end.x, -world.offsetY + ray.end.y);
			GL11.glEnd();
			
			GL11.glBegin(GL11.GL_LINE_LOOP);
			GL11.glColor4f(1.0F, 0.0F, 0.0F, 1.0F);
			double radius = 4.0;
			for(double angle = 0.0; angle < 360.0; angle += 4.0) {
				GL11.glVertex2d(-world.offsetX + intersection.x + Math.sin(angle) * radius, -world.offsetY + intersection.y + Math.cos(angle) * radius);
			}
			GL11.glEnd();
			GL11.glPopMatrix();
		}*/
		if(points != null) {
			/*GL11.glPushMatrix();
			GL11.glBegin(GL11.GL_POLYGON);
			GL11.glColor4f(1.0F, 0.0F, 1.0F, 1.0F);
			for(Vector point : points) {
				GL11.glVertex2d(-world.offsetX + point.x, -world.offsetY + point.y);
			}
			GL11.glEnd();
			GL11.glPopMatrix();*/
			
			for(Vector point : points) {
				GL11.glPushMatrix();
				GL11.glBegin(GL11.GL_LINES);
				GL11.glColor4f(1.0F, 0.0F, 0.0F, 1.0F);
				GL11.glVertex2d(-world.offsetX + light.x, -world.offsetY + light.y);
				GL11.glVertex2d(-world.offsetX + point.x, -world.offsetY + point.y);
				GL11.glEnd();
				GL11.glPopMatrix();
			}
		}
	}