I’m implemented isometric tilemap using mesh component (this is basically a bunch of quads with with different position and texture position) and noticed sometimes mesh have rendering artifact like below:
You could try rendering to a pixel perfect render target, then upscaling that to fit your viewport. There’s an example you can adapt of this in the lowrez template.
I mean you can put textures into an atlas in defold editor and then use that data at runtime on meshes. I have not tried the steps you suggested before but it may be possible to do at runtime too.