increase initial tile phys body creation count
increase server timestep to 60hz..at least for now, as the lag bugs me

(even though the lag is only visible through the box2d debug renderer, but
seeing as i'm going to be using that most of the time)...

physics debug renderer, no need to copy vertices into intermediate
std::vector
attempt at box2d solid polygon renderer single draw call

renders garbage vertices though still.
try gl_triangles..a bit closer i think.
back to triangle_fan, but i need to fix it probably using

GL_PRIMITIVE_RESTART somehow..really wish there were examples on someone
else using it for physics rendering, but even for different libraries, everybody
does it the same old braindead-fuck-stupid way of O(n) draw calls
woot, box2d debug renderer now renders solid polygons in one draw call
back to use the vertexattribpointer for solidpolygons
rm m_vbo, m_vao
rm f32/u32 in favor of float and uint32_t..they were used randomly

anyways.
rm f32/u32 in librocket renderer as well.
..and from tile renderer
phys renderer solid polygons, use Vertex struct now

soon we'll add color
phjysics debug renderer, set the color on a per-vert basis,

for solid polygons
load color properly (converting from float to uint8_t)

solidpolygons now have a proper color..so they should be done, now to
move onto other primitive types.
set solidpolygon alpha to 80
re-enable platform startup debug output
re-enable all box2d debug draw bits, so our (todo) other primitives will

work
rm dupe vbo bind
no longer a need for color uniform, so remove that from the debug renderer
clean up some state changes