LibGDX ShapeRenderer doesn't seem to draw the top-left-most pixel of rectangle?

Really odd problem… I was using ShapeRenderer for the first time and all was going fine, until I seemed to notice that the rectangle on my menu screen looked odd. So I took a screenshot of it and zoomed in only to find that it was just as I thought: The top-left-most pixel of the rectangle was missing…

Now, I can’t imagine what might be wrong with my code since it seems pretty straightforward:

		ShapeRenderer sr = new ShapeRenderer();
		sr.begin(ShapeType.Line);
		sr.setColor(255/LogapGame.colorConvert, 
				255/LogapGame.colorConvert, 
				192/LogapGame.colorConvert, 
				255/LogapGame.colorConvert);
		
		if(selected == -1){
		} else if(selected == 0){
			sr.rect(102, 91, 103, 15);
		} else if(selected == 1){
		} else if(selected == 2){
		} else if(selected == 3){
		} else if(selected == 4){
		}
		sr.end();

I even took a look at the rect() code in LibGDX and everything seems to be fine there as well:

	/** Draws a rectangle in the x/y plane. The x and y coordinate specify the bottom left corner of the rectangle. The
	 * {@link ShapeType} passed to begin has to be {@link ShapeType#Filled} or  {@link ShapeType#Line}.
	 * @param x
	 * @param y
	 * @param width
	 * @param height */
	public void rect(float x, float y, float width, float height){
		if (currType != ShapeType.Filled && currType != ShapeType.Line) 
			throw new GdxRuntimeException("Must call begin(ShapeType.Filled) or begin(ShapeType.Line)");
		
		checkDirty();
		checkFlush(8);
		
		if(currType == ShapeType.Line){
			renderer.color(color.r, color.g, color.b, color.a);
			renderer.vertex(x, y, 0);
			renderer.color(color.r, color.g, color.b, color.a);
			renderer.vertex(x + width, y, 0);
	
			renderer.color(color.r, color.g, color.b, color.a);
			renderer.vertex(x + width, y, 0);
			renderer.color(color.r, color.g, color.b, color.a);
			renderer.vertex(x + width, y + height, 0);
	
			renderer.color(color.r, color.g, color.b, color.a);
			renderer.vertex(x + width, y + height, 0);
			renderer.color(color.r, color.g, color.b, color.a);
			renderer.vertex(x, y + height, 0);
	
			renderer.color(color.r, color.g, color.b, color.a);
			renderer.vertex(x, y + height, 0);
			renderer.color(color.r, color.g, color.b, color.a);
			renderer.vertex(x, y, 0);
		}
		else {
			renderer.color(color.r, color.g, color.b, color.a);
			renderer.vertex(x, y, 0);
			renderer.color(color.r, color.g, color.b, color.a);
			renderer.vertex(x + width, y, 0);
			renderer.color(color.r, color.g, color.b, color.a);
			renderer.vertex(x + width, y + height, 0);

			renderer.color(color.r, color.g, color.b, color.a);
			renderer.vertex(x + width, y + height, 0);
			renderer.color(color.r, color.g, color.b, color.a);
			renderer.vertex(x, y + height, 0);
			renderer.color(color.r, color.g, color.b, color.a);
			renderer.vertex(x, y, 0);
		}
	}

So idk… … …help? :-\