portrait_render: make sure to not pass 0 as viewport width/height
That would trip an assertion. May happen with the null renderer (e.g. replay verification mode), where the fake textures are always 1x1, or with bad sprite data.
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1 changed files with 2 additions and 2 deletions
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@ -59,8 +59,8 @@ void portrait_render(Sprite *s_base, Sprite *s_face, Sprite *s_out) {
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IntRect itc = sprite_denormalized_int_tex_coords(s_base);
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uint tex_w = itc.w;
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uint tex_h = itc.h;
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uint tex_w = imax(itc.w, 1);
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uint tex_h = imax(itc.h, 1);
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uint spr_w = s_base->extent.w;
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uint spr_h = s_base->extent.h;
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