PandaSteer 2

That’s nice, but…you haven’t fixed the terrain cracks !

                poly1,poly2, polyColl1,polyColl2 = makeTriangles(vp,vCollpool,bl,tr,br,tl)
                data4Rendering.addChild(poly1)
                data4Rendering.addChild(poly2)
                # add a quad for collision terrain
                collGroup.addChild(polyColl1)
                collGroup.addChild(polyColl2)

I changed makeRectangle to makeTriangles, added 1 more loop of course :

    poly1 = EggPolygon()
    poly2 = EggPolygon()
    polyColl1 = EggPolygon()
    polyColl2 = EggPolygon()
    for corner in [bl,br,tr]:
        v = EggVertex()
        v.setPos(corner)
        vC = EggVertex()
        vC.setPos(corner)
        poly1.addVertex(vp.addVertex(v))
        polyColl1.addVertex(vCollpool.addVertex(vC))
    for corner in [bl,tr,tl]:
        v = EggVertex()
        v.setPos(corner)
        vC = EggVertex()
        vC.setPos(corner)
        poly2.addVertex(vp.addVertex(v))
        polyColl2.addVertex(vCollpool.addVertex(vC))
    poly1.recomputePolygonNormal() # Use faceted not smoothed lighting
    poly2.recomputePolygonNormal()
    return poly1,poly2, polyColl1,polyColl2

… and remove “terrain4Coll.hide()” (in steer.py), or else the collision terrain would be never showed up (it overrides the show() in scene.py).