try to round the tileoffset...sort of fixes jittering but introduces

an even worse issue.
calculate tile offset when we send the verts, not in the shader
woops, that should have gone in.
tilemaprenderer REGRESSION -> use world coordinates and let the view do the

transformations. no more of that tile offset shit. unfortunately,
this introduces another bug, and in reality this has no real benefit..

i mean, in theory it should be better instead of doing my offset bullshit,
but suddenly now i'm seeing soem really fucked up texture coordinate
bleeding. which shouldn't be happpening at all because i'm clamping
them and using nearest..and it never happened before, and all i changed
was the position of the vertices. puzzling.

i wonder how it would look if the padding was transparent (or i could
discard()).
round the entity positions when we render them. this smooths them

and we no longer have ugly as hell jittering (yay), glad i managed to
solve that at least.