   The everhaunted Isometric Depth sorting..
  Hello, anyone able to point me in the right direction regarding Isometric depth?Surely there must be viable solutions out there, even tho I am unable to find them.Currently I am simply ordering by screen Y (pixel), where each object and image uses it's center Y (Height/2) for sorting.While this seems to work OK on perfectly square boxes, I run into problem when I want something rectangular, i.e a house that's longer then it's width or something. Or if an object is only 1x1 map square but maybe a lot higher, like a tall thin tree.My goal is to make a simple bridge in Isometric graphics and be able to walk under it, or up the stairs and over it. That's all.I have the ability to layer my objects, drawing and sorting each layer separately if that helps.. But at the moment I am a bit stuck I am afraid to say..   
  In pygame, I use the bottom of the rect to sort depth with heapq.   ;  I suppose it depends on how you're handling your coordinate system.In my isometric mapping code, tiles are used just to draw the background graphics. Any foreground graphics or map objects (e.g., trees, grass, shadows, etc.) are placed in what I call world space, basically the fine-coordinates.I'm using a block/staggered style isomap so it makes it a lot easier to calculate 'world space' (e.g., mapWidth * tileWidth, mapHeight * (tileHeight / 2)) as it's relatively rectangular.By using fine world space coordinates, I not only don't need to center objects within a single tile or force an object to fill up the space of a tile (or whatever the footprint is), I can very easily determine sort order via it's worldspace y position. E.g., objects at World Coordinate 100, 40 will be drawn before objects at 100, 41 (and so on).My method uses object anchor points so I determine the world space coordinates based on the anchor point of an object versus its image dimensions.Hope this is helpful in some way.   