Gaaah. Head hurts.
Fix rounding error: when rect_width is 9, we want rect_cx = pRect->left + 4.5, not 4. This resulted in a gap between the black quad and the gradient quad in TransitionFadeWipe, and possibly other obscure things. (The transition doesn't use a texture at all, so this wasn't actually related to the bilinear filtering issue.)
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@@ -348,8 +348,8 @@ void Actor::StretchTo( LPRECT pRect )
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int rect_height = RECTHEIGHT(*pRect);
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// center of the rectangle
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int rect_cx = pRect->left + rect_width/2;
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int rect_cy = pRect->top + rect_height/2;
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float rect_cx = pRect->left + rect_width/2.0f;
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float rect_cy = pRect->top + rect_height/2.0f;
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// zoom fActor needed to scale the Actor to fill the rectangle
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float fNewZoomX = rect_width / m_size.x;
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