public void renderTo(Rendering rendering) {
    if (textures == null) I.complain("TEXTURE NOT ASSIGNED") ;
    if (numFacets == 0) return ;
    final Texture tex = textures[(int) animFrame] ;
    if (tex == null) return ;
    
    GL11.glDepthMask(false) ;
    textures[(int) animFrame].bindTex() ;
    super.renderTo(rendering) ;
    
    if (textures.length > 1) {
      Texture nextTex = textures[(int) (animFrame + 1) % textures.length] ;
      float opacity = animFrame - (int) animFrame ;
      final Colour c = colour == null ? Colour.WHITE : colour ;
      GL11.glColor4f(c.r, c.g, c.b, c.a * opacity) ;
      nextTex.bindTex() ;
      render(1, 0, null, vertBuffer, normBuffer, textBuffer, numFacets) ;
    }
    GL11.glDepthMask(true) ;
  }