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Correct gDPTextureRectangle:
use ceil(lry) instead of max(lry, uly + 1.0f) It fixes the issue with zero height rectangles, which often contain a garbage, see #2157
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@ -851,7 +851,7 @@ void gDPTextureRectangle(f32 ulx, f32 uly, f32 lrx, f32 lry, s32 tile, s16 s, s1
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lrx += 1.0f;
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lrx += 1.0f;
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lry += 1.0f;
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lry += 1.0f;
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}
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}
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lry = max(lry, uly + 1.0f);
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lry = ceil(lry);
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gDPTile *textureTileOrg[2];
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gDPTile *textureTileOrg[2];
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textureTileOrg[0] = gSP.textureTile[0];
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textureTileOrg[0] = gSP.textureTile[0];
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