fix: correct isometric tileset rendering - #9889
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…screentile count and z-level ordering for iso Assisted-by: OpenCode <https://opencode.ai>
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match display buffer pixel format to atlas/global sdl_color_pixel_format set display buffer blend mode to NONE (no alpha during compositing)
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- remove all the
fprintfs - please add screenshots of isometric tileset working correctly to PR body
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Purpose of change
Fixes broken isometric tileset rendering (black voids between tiles, flat z-level stacking) caused by debug-zeroing of tileset JSON values and wrong iso tile count / screen-row calculations.
Describe the solution
tileset_loader::load()—ts.zlevel_height,ts.prevent_occlusion_min_dist,ts.prevent_occlusion_max_distwere set to 0/-1 after being read from JSON, rendering z-level and occlusion features non-functional.ceil(width*2/tw)+1/ceil(height*4/tw)+1instead of ortho formula. Without this, not enough tiles are queued for rendering → black voids.(center.z - tile.z) * zlevel_height * 4 / tile_widthtoscreen_rowso z-levels stack vertically instead of rendering flat.get_window_tile_counts()iso formula — same scaling fix as Coolthulhu fix null tool #2, controls minimap and offscreen area tile counts.Testing
Checklist
Assisted-by:trailer to every AI-assisted commit.Build Artifacts
PR build for commit 61910fc (style(autofix.ci): automated formatting) on 2026-07-20 17:15:53