Trying to handle DirectX offsets differently

Instead of offsetting the uvs, I'm now offsetting the actual camera's
position by 0.5 pixels... It seems to work, but if you have objects that
aren't placed on whole pixels, or objects that are uneven
widths/heights, then they will be blurry.

Closes issue #91
Setting MarkDynamic() on in Unity 4

Closes #55
Making RXRandom.Select()

It'll select an object from the arguments at random... ex.

Thing randomObject = RXRandom.Select(objectA, objectB, objectC) as
Thing;