rm qimage flipVertically, but this breaks nearly all rendering presently

i always screw up how to calculate my texture coords...

I could do that in the shader but the thought of that operating per
fragment? ew
store enet ret status each time, case we need it

also add vogl trace.sh..not that i can use it (it breaks for me)
but someday...
add that file..again
fix spritesheet rendering entirely. no more texture(image) flip

prior to load. now 0.74% cycles faster at load (for reference, top item
is 5%..and it seems to total to 20% or less)
Merge branch 'remove-qimage-flip' into qtquick-attempt