initial implements of the tilemap renderer..
fix up the tile shaders a bit
add texture.cpp and make image do only image stuff

and texture will be an actual GL texture wrapper...i'll also want to make
TextureArray, I'm thinking. That'd be nice to have for my tile renderer,
since I need to use GL_TEXTURE_2D_ARRAY to store every tilesheet/block
type.
fix FTBFS
compile++
fix gl error
add the tile sheets, add some commented 2d tex array gl stub code

switch to glsl 130, and now i've got warnings in the shaders..
don't use deprecated gl_FragColor anymore, but instead

glBindFragColorDataLocation
actualyl, that should be in Shader prior to linkage
generate the tilemap gl texture
load the 3d texture properly (blue channel was swapped)
create the shader and cam, seems to not crash so that's a good start
tile renderer gl code is now uncommented at trying to work

but it doesn't..
looks like some progress, though i'm not doing tile textures yet

i'm just trying to render all tiles that fill the screen...
right now the positions are way off because it's rendering half. least i
hope that's what's wrong
set position proper, now the whole screen is filled with (red)

and the clear bg itself is green..so this means the whole screen is filled
with untextured tiles, which is a good start
woot, even better..now textures work
progress on getting the tile texcoords proper
fix tile padding a bit more
make F8 instantly host a multiplayer session, great for my debug needs
use nearest filtering on tilemap, that's why i was getting fractional

line bleeding