If the camera is set to a non-whole number, there's a chance that OpenGL can render gaps between tiles. To fix this, the camera calls math.Floor when the camera moves and zooms.
Coverage decreased (-0.03%) to 39.128% when pulling e44dc362aeeb5641d6d85e2f690b5fad07a7ecbb on smooth-camera into 626d342a360ea5153d63b8c975b04a2d3f105403 on master.
If the camera is set to a non-whole number, there's a chance that OpenGL can render gaps between tiles. To fix this, the camera calls
math.Floor
when the camera moves and zooms.