Precision loss when transforming from cartesian to isometric

Posted by Justin Skiles on Game Development See other posts from Game Development or by Justin Skiles
Published on 2013-09-19T04:07:31Z Indexed on 2013/11/03 4:14 UTC
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My goal is to display a tile map in isometric projection. This tile map has 25 tiles across and 25 tiles down. Each tile is 32x32. See below for how I'm accomplishing this.

World Space

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World Space to Screen Space Rotation (45 degrees)

enter image description here

Using a 2D rotation matrix, I use the following:

double rotation = Math.PI / 4;
double rotatedX = ((tileWorldX * Math.Cos(rotation)) - ((tileWorldY * Math.Sin(rotation)));
double rotatedY = ((tileWorldX * Math.Sin(rotation)) + (tileWorldY * Math.Cos(rotation)));

World Space to Screen Space Scale (Y-axis reduced by 50%)

enter image description here

Here I simply scale down the Y value by a factor of 0.5.

Problem

And it works, kind of. There are some tiny 1px-2px gaps between some of the tiles when rendering. I think there's some precision loss somewhere, or I'm not understanding how to get these tiles to fit together perfectly. I'm not truncating or converting my values to non-decimal types until I absolutely have to (when I pass to the render method, which only takes integers). I'm not sure how to guarantee pixel perfect rendering precision when I'm rotating and scaling on a level of higher precision. Any advice? Do I need to supply for information?

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