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...