Fixed text rendering again
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@ -105,10 +105,10 @@ void djui_gfx_render_texture_tile(const u8* texture, u32 w, u32 h, u32 bitSize,
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Vtx *vtx = alloc_display_list(sizeof(Vtx) * 4);
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f32 aspect = tileH ? ((f32)tileW / (f32)tileH) : 1;
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// I don't know why adding 1 to all of the UVs seems to fix rendering, but it does...
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vtx[0] = (Vtx) {{{ 0, -1, 0 }, 0, { ( tileX * 512) / w + 1, ((tileY + tileH) * 512) / h + 1 }, { 0xff, 0xff, 0xff, 0xff }}};
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vtx[1] = (Vtx) {{{ 1 * aspect, -1, 0 }, 0, { ((tileX + tileW) * 512) / w + 1, ((tileY + tileH) * 512) / h + 1 }, { 0xff, 0xff, 0xff, 0xff }}};
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vtx[2] = (Vtx) {{{ 1 * aspect, 0, 0 }, 0, { ((tileX + tileW) * 512) / w + 1, ( tileY * 512) / h + 1 }, { 0xff, 0xff, 0xff, 0xff }}};
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vtx[3] = (Vtx) {{{ 0, 0, 0 }, 0, { ( tileX * 512) / w + 1, ( tileY * 512) / h + 1 }, { 0xff, 0xff, 0xff, 0xff }}};
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vtx[0] = (Vtx) {{{ 0, -1, 0 }, 0, { ( tileX * 512) / w + 1, ((tileY + tileH) * 512) / h }, { 0xff, 0xff, 0xff, 0xff }}};
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vtx[1] = (Vtx) {{{ 1 * aspect, -1, 0 }, 0, { ((tileX + tileW) * 512) / w + 1, ((tileY + tileH) * 512) / h }, { 0xff, 0xff, 0xff, 0xff }}};
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vtx[2] = (Vtx) {{{ 1 * aspect, 0, 0 }, 0, { ((tileX + tileW) * 512) / w + 1, ( tileY * 512) / h }, { 0xff, 0xff, 0xff, 0xff }}};
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vtx[3] = (Vtx) {{{ 0, 0, 0 }, 0, { ( tileX * 512) / w + 1, ( tileY * 512) / h }, { 0xff, 0xff, 0xff, 0xff }}};
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gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
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gDPSetCombineMode(gDisplayListHead++, G_CC_FADEA, G_CC_FADEA);
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