What problem does it solve? Debugging isometric rendering issues in the classic-wgl Rust engine requires deep knowledge of its coordinate system, depth formulas, and render pipeline, which are spread across multiple crates and shaders. This Skill consolidates the authoritative reference for cartesian-to-iso transforms, the isoDepth formula, bilinear height interpolation, mouse-to-iso parallax solving, tilemap mesh generation, sprite ghost rendering, and render sort order. ## Core Features & Use Cases - Coordinate & Depth Reference: Canonical world-metre transforms (iso_world_pos, iso_camera_matrix, iso_view_depth) and the normalized window-depth formula with fixed DEPTH_NEAR/DEPTH_FAR bounds. - Rendering Pipeline Details: Tilemap mesh generation (vertex layout, wall faces, smooth normals), tile data texture encoding, IsoSprite two-pass ghost rendering with stencil groups, and nav mesh overlay. - Use Case: When a sprite is incorrectly occluded by terrain or the mouse selection cursor is offset on sloped terrain, use this Skill to trace the depth-corner interpolation, parallax solve, and sort order to find the mismatch between CPU and GPU coordinate spaces. ## Quick Start Ask the AI to explain why an IsoSprite is clipping through a slope or to debug a mouse-to-iso selection offset using the classic-iso reference.