+        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...


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