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).