>>102205302
I wasn't planning to have edges visible, its more for checking how the tiles are being rendered. I just fear its going to cause issues down the line since the tiles rendered are slightly "lesser" than what the actual tile is.
I'm guessing I need to somehow introduce a tile gap variable here to stop it from overlapping with other tiles? Adjusting the tilesize to be 33x17 from 32x16 leads into broken rendering (see image)
public static Vector2 IsoToScreen(Vector2 iso)
{
Vector2 screenPos = new Vector2(
(iso.X - iso.Y) * tileWidthHalf,
(iso.X + iso.Y) * tileHeightHalf
);
screenPos.X -= tileWidthHalf;
screenPos.X += 16*tileWidth; // hack: half map offset since no map holder yet.
screenPos -= cameraPos;
return screenPos;
}