Fix bug that last object is skipped when caching OGL textures
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@ -449,7 +449,7 @@ void ogl_cache_level_textures(void)
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ogl_cache_polymodel_textures(Player_ship->model_num);
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ogl_cache_vclipn_textures(Player_ship->expl_vclip_num);
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for (i=0;i<Highest_object_index;i++){
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for (i=0;i<=Highest_object_index;i++){
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if(Objects[i].render_type==RT_POWERUP){
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ogl_cache_vclipn_textures(Objects[i].rtype.vclip_info.vclip_num);
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switch (Objects[i].id){
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