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# Map Orientation

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Simple question, I hope. What way ''round are iso maps usually placed?
# # #
# # #
# # #

Method one. (0,0) is at the top-left, (3,3) at the bottom-right.
    # - (0,0)
# #
# # # - (3, 0)
# #
# - (3, 3)

Method two. Method two seems to be the most sensible, but I''m having trouble with it: my map renderer iterates through Y and X and will render the map in the method one style. How do I convert (0,0) in method-one coordinates to the correct coordinate in method-two, which would be (-2, 3), I believe. I''m wanting to do something like:
  for (y = 0; y < m_height; ++y) for (x = 0; x < m_width; ++x) { Transform(x, y, &tx, &ty); if (tile = GetTile(tx, ty)) tile->render(x, y); } 
It looks as though that the articles on coordinate conversions deal with converting screen coordinates to method-one coordinates, whilst I want to convert from method-one to method-two. Unless I''m reading the articles wrong, I don''t think they are of help. I demand unsatisfaction!

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http://www.isohex.net/default.asp?GroupID=5&CategoryID=9&ItemID=31&View=Item

go to the above URL, and download the IsoHexCore engine. the class you want to look at is CTilePlotter.