My first guess would be floating point rounding error. This could cause the co-ordinates for your quads to be just a little bit out, resulting in the gaps you see. to verify this, you might want to try changing glClearColor() and seeing if the gaps change colour with it.
One solution to this would be to make the tiles slightly larger. Only a very small increment is needed (like 0.0001f) to cover over this kind of error.
Alternatively, you could try using a Vertex Array or a VBO to store your ground mesh (ensuring that adjoining squares share vertices). I'd expect this to fix the issue, but I'm not 100% sure - and it should also render faster.