private void init(){
GL11.glEnable(GL11.GL_DEPTH_TEST); // there's no reason to not enable the depth buffer test, as soon as your scene gets more complex you'll need it
// setup projection
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GL11.glOrtho(0, 640, 0, 480, 1, 10);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
// ok to do that, but remember that color vertex attributes default to black as well
GL11.glClearColor(.0f, .0f, .0f, .0f);
// you can't render anything without a viewport since the last step in the transformation pipeline
// is [I]viewport mapping [/I]- if no viewport is set there'll be no image
GL11.glViewport(0, 0, 640, 480);
}