[LWJGL] [Slick-Util] Loading textures changes color of Quads.

I just starting LWJGL and Slick-Util. I am having a problem where when I try to draw a quad it normally works (draws a red quad), but when I load textures with Slick-Util (just load not bind) it is either colored black or doesn’t draw. Thanks in advanced.

Without textures


GL11.glColor3f(255, 0, 0);
	GL11.glBegin(GL11.GL_QUADS);
		{
			GL11.glVertex2f(0,0);
			GL11.glVertex2f(0+Display.getWidth(),0);
			GL11.glVertex2f(0+Display.getWidth(),0+Display.getHeight());
			GL11.glVertex2f(0,100+Display.getHeight());
		}
	GL11.glEnd();
	Display.update();

With textures



try {
			Texture newGame = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("res/newGame.png"));
			Texture loadGame = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("res/loadGame.png"));
			Texture quit = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("res/quit.png"));
		} catch (IOException e) {
			System.out.println("Error");
			e.printStackTrace();
		}
		
	
		GL11.glColor3f(255, 0, 0);
	GL11.glBegin(GL11.GL_QUADS);
		{
			GL11.glVertex2f(0,0);
			GL11.glVertex2f(0+Display.getWidth(),0);
			GL11.glVertex2f(0+Display.getWidth(),0+Display.getHeight());
			GL11.glVertex2f(0,100+Display.getHeight());
		}
	GL11.glEnd();
	Display.update();

Here is my initialization code


Dimension screenDimension = Toolkit.getDefaultToolkit().getScreenSize();
	    DisplayMode displayMode = null;
        DisplayMode[] modes = Display.getAvailableDisplayModes();

         for (int i = 0; i < modes.length; i++)
         {
             if (modes[i].getWidth() == screenDimension.getWidth()
             && modes[i].getHeight() == screenDimension.getHeight()
             && modes[i].isFullscreenCapable())
               {
                    displayMode = modes[i];
               }
         }
			Display.setDisplayMode(displayMode);
			Display.create();
			Display.setFullscreen(true);
GL11.glEnable(GL11.GL_TEXTURE_2D);               
		 
		GL11.glClearColor(1f, 0.0f, 0.0f, 0.0f); 
		
		GL11.glEnable(GL11.GL_BLEND);
    	GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

    	GL11.glMatrixMode(GL11.GL_MODELVIEW);

    	GL11.glMatrixMode(GL11.GL_PROJECTION);
    	GL11.glLoadIdentity();
    	GL11.glOrtho(0, Display.getWidth(), Display.getHeight(), 0, 1, -1);
    	GL11.glMatrixMode(GL11.GL_MODELVIEW);

Possible Duplicate: http://www.java-gaming.org/index.php?topic=28911.0