diff --git a/src/pc/discord/discord.c b/src/pc/discord/discord.c index 710867cbc..c64a7b6d9 100644 --- a/src/pc/discord/discord.c +++ b/src/pc/discord/discord.c @@ -143,9 +143,6 @@ static void discord_initialize(void) { app.application = app.core->get_application_manager(app.core); } - // get oath2 token - app.application->get_oauth2_token(app.application, NULL, get_oauth2_token_callback); - // set activity discord_activity_update(); sDiscordFailed = false; diff --git a/src/pc/djui/djui_gfx.c b/src/pc/djui/djui_gfx.c index 68156c5e1..3599842d1 100644 --- a/src/pc/djui/djui_gfx.c +++ b/src/pc/djui/djui_gfx.c @@ -134,8 +134,8 @@ void djui_gfx_render_texture_tile(const u8* texture, u32 w, u32 h, u32 bitSize, // I don't know why adding 1 to all of the UVs seems to fix rendering, but it does... // this should be tested carefully. it definitely fixes some stuff, but what does it break? - f32 offsetX = (font ? -1024.0f / (f32)w : 0) + 1; - f32 offsetY = (font ? -1024.0f / (f32)h : 0) + 1; + f32 offsetX = font ? -1024.0f / (f32)w : 1; + f32 offsetY = font ? -1024.0f / (f32)h : 1; vtx[0] = (Vtx) {{{ 0, -1, 0 }, 0, { ( tileX * 2048.0f) / (f32)w + offsetX, ((tileY + tileH) * 2048.0f) / (f32)h + offsetY }, { 0xff, 0xff, 0xff, 0xff }}}; vtx[2] = (Vtx) {{{ 1 * aspect, 0, 0 }, 0, { ((tileX + tileW) * 2048.0f) / (f32)w + offsetX, ( tileY * 2048.0f) / (f32)h + offsetY }, { 0xff, 0xff, 0xff, 0xff }}}; vtx[1] = (Vtx) {{{ 1 * aspect, -1, 0 }, 0, { ((tileX + tileW) * 2048.0f) / (f32)w + offsetX, ((tileY + tileH) * 2048.0f) / (f32)h + offsetY }, { 0xff, 0xff, 0xff, 0xff }}};