mult = (1 - fy1) * dxdy;
- //x interset scanline
+ //x intersect scanline
x_from = x1 + mult;
draw_scanline(iy1,x1,fy1,x_from,1);
mult = fy1 * dxdy;
- //x interset scanline
+ //x intersect scanline
x_from = x1 + mult;
draw_scanline(iy1,x1,fy1,x_from,0);
PolySpan span;
+ // if the pixels are zero sized then we're too zoomed out to see anything
+ if (pw == 0 || ph == 0)
+ return true;
+
//optimization for tessellating only inside tiles
span.window.minx = 0;
span.window.miny = 0;