+ for (j = 0; j < GL_LIMITS(textures); i++) { + for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) { + object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE; + } + }
This looks like a loop counter bug...
+ for (j = 0; j < GL_LIMITS(textures); i++) { + for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) { + object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE; + } + }
Same...