GL engine has used integer coordinates system since it's born though
OpenGL basically uses floating point vertex coordinates system.
There were many dissatisfaction, complaints about this
since object's transition is jiggled, not perfectly smooth.
It's obvious because Positioning must be stepping with integer units
without any subpixel rendering.
Our gl engine currently supports msaa options and evas map allows to
have double precivion coordinates system, our engine must do handle this over as well,
to work together.
If you don't like change,
We could switch behaviors optionally (turn on, only when msaa is enabled)
But I think it's pointless using integer coordinates system in GL thesedays.
It just make code complex to maintain.
There will be an additional patch coming for SW backend map behavior soon.
Left: before patch
Right: after patch