{
TextureEntryFace teFace = prim.Textures.GetFace(j);
if (teFace == null) continue;
Face face = rprim.Faces.get(j);
FaceData data = new FaceData();
data.TextureInfo.TextureID = teFace.getTextureID();
data.BoundingVolume.CreateBoundingVolume(face, prim.Scale);
rprim.BoundingVolume.AddVolume(data.BoundingVolume, prim.Scale);
// With linear texture animation in effect, texture repeats and offset are ignored