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Fix #15006: Prevent allocating empty texture atlases
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@@ -101,8 +101,8 @@ public:
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_atlasWidth = atlasWidth;
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_atlasHeight = atlasHeight;
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_cols = _atlasWidth / _imageSize;
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_rows = _atlasHeight / _imageSize;
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_cols = std::max(1, _atlasWidth / _imageSize);
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_rows = std::max(1, _atlasHeight / _imageSize);
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_freeSlots.resize(_cols * _rows);
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for (size_t i = 0; i < _freeSlots.size(); i++)
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