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The ASCII renderer never set focusPoint, so switching to it mid-game left the SP camera with no focus → scale-only transform pinned the grid to the corner and the explored area sat off-screen (black). AsciiRenderer.render now sets focusPoint on the player cell (sticky), and the camera fallback covers name==="ascii" too (cell-based, same as tiled). Iso already reports focusPoint. 3D drives its own THREE camera + sizes its canvas to the level, so _applyCamera now scale-to-FITS the 3D canvas into the host (centered, no player-follow) instead of applying a broken zoom.