This is my code…
import pygame as pyg
import sys
#Game constants
SCREENSIZE = (1400, 800)
running = True
disp = pyg.display.set_mode(SCREENSIZE)
tilemap = [
pyg.image.load("Grass.png").convert()
]
for y in range(8):
for x in range(8):
disp.blit(tilemap[0], (300+x*32 - y*32, 200+x*16 + y*16))
while running:
for event in pyg.event.get():
if event.type == pyg.QUIT:
sys.exit()
pyg.display.update()
This is the result on my computer. I am using Windows 11 with a AMD Rysen 7 5700G with integrated graphics…
This is the asset image I am using to build the isometric world
Why am I getting all those black triangles in my image?
>Solution :
You have to use convert_alpha() instead of convert(). convert is for fully solid surfaces and discards the alpha information.
pyg.image.load("Grass.png").convert()
pyg.image.load("Grass.png").convert_alpha()
See also How do I blit a PNG with some transparency onto a surface in Pygame?.

