Fix the bug that `decodedAndScaledDownImageWithImage` does not render the image completely due to the loss of precision.
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@ -448,7 +448,7 @@ static const CGFloat kDestSeemOverlap = 2.0f; // the numbers of pixels to over
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float dify = destTile.size.height;
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destTile.size.height = CGImageGetHeight( sourceTileImageRef ) * imageScale;
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dify -= destTile.size.height;
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destTile.origin.y += dify;
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destTile.origin.y = MIN(0, destTile.origin.y + dify);
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}
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CGContextDrawImage( destContext, destTile, sourceTileImageRef );
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CGImageRelease( sourceTileImageRef );
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