We already ceil() the given float texture sizes here, so if they are
valid, the result should definitely be > 0. Textures with size 0 can't
be properly used, especially not as render targets, where they will
trigger an assertion failure later in a glCheckFramebuffer call.
int width = ceilf (fwidth);
int height = ceilf (fheight);
+ g_assert (width > 0);
+ g_assert (height > 0);
+
if (width >= self->max_texture_size ||
height >= self->max_texture_size)
{