title: Rendering Tilemap on the screen correctly
body: <p>I'm having a strange problem rendering my level based on tilemap correctly.
  On the y axis all the tiles are normal and aligned, instead on the x axis they seem to be divided by a space i can't figure out why...</p>
  
  <p>I created a matrix with enum values(from 0 to 2) and i cycled my matrix in a for
  loop to render the tile with the current number:
  ex. GROUND = 0; etc...</p>
  
  <p>Here is a photo of what it looks like
  <a href="http://it.tinypic.com/r/ali261/8" rel="nofollow">http://it.tinypic.com/r/ali261/8</a></p>
  
  <p>Here is the sprite for the tile
  <a href="http://it.tinypic.com/r/21kggw5/8" rel="nofollow">http://it.tinypic.com/r/21kggw5/8</a></p>
  
  <p>i will add the code down here.</p>
  
  <pre><code>for(int y = 0; y &lt; 15; y++)
              {
                  for(int x = 0; x &lt; 20; x++)
                  {
                      if(map[y][x] == GROUND)
                          render(tileTex,x*64 - camera.x,y*64 - camera.y,&amp;gTileSprite[0],0,NULL,SDL_FLIP_NONE);
                      else if(map[y][x] == UGROUND)
                          render(tileTex,x*64 - camera.x,y*64 - camera.y,&amp;gTileSprite[1],0,NULL,SDL_FLIP_NONE);
                      else if(map[y][x] == SKY)
                          render(tileTex,x*64 - camera.x,y*64 - camera.y,&amp;gTileSprite[2],0,NULL,SDL_FLIP_NONE);
  
                      tBox[y][x].x = x*64;
                      tBox[y][x].y = y*64;
                      tBox[y][x].w = TILE_WIDTH;
                      tBox[y][x].h = TILE_HEIGHT;
                  }
              }
  </code></pre>