Which isometric angles can be mirrored (and otherwise transformed) for optimization? I am working on a basic isometric game, and am struggling to find the correct mirrors. Mirror can be any form of transform. I have managed to get SE out of SW, by scaling the sprite on X axis by 1. Same applies for NE angle. Something is bugging me, that I should be able to also mirror N to S, but I cannot manage to pull this one off. Am I just too sleepy and trying to do the impossible, or a basic 1 scale on Y axis is not enough? What are the common used mirror table for optimizing 8 angle (N, NE, E, SE, S, SW, W, NW) isometric sprites?