Graphical Distortion

Note: This image is NOT being update inside the simpleUpdate(float fpf) method:

this is image that I am trying to create, there you will see the distortion:

Bellow is the code:

package mygame.MyScenes;

import com.jme3.app.SimpleApplication;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import com.jme3.util.SkyFactory;

/**
 *
 * @author FusionCCD
 */
public class MyTerrainScene extends SimpleApplication {

    public static void main(String[] args){
        MyTerrainScene app = new MyTerrainScene();
        app.start();
    }

    RtsCam myCam;

    Node targetPool = new Node("Targetable");
    
    //Node chessTable = new Node("ChessTable");

    Vector3f blockSize = new Vector3f(10f, 1f, 10f);

    @Override
    public void simpleInitApp() {

        flyCam.setEnabled(false);
        
        Spatial mySky = SkyFactory.createSky(assetManager, "Textures/Sky/Bright/BrightSky.dds", false);

        mySky.setName("Sky");

        mySky.setQueueBucket(RenderQueue.Bucket.Sky);

        mySky.setCullHint(Spatial.CullHint.Never);
        
        Spatial myTerrain = assetManager.loadModel("Scenes/myTerrainScene.j3o");

        Material myTerrainMats = new Material(assetManager, "Common/MatDefs/Misc/ColoredTextured.j3md");

        myTerrainMats.setTexture("ColorMap", assetManager.loadTexture("Textures/dirt.jpg"));

        myTerrain.setMaterial(myTerrainMats);

        myTerrain.setName("Ground");
        
        myCam = new RtsCam(RtsCam.UpVector.Y_UP);

        myCam.setDistance(350);

        stateManager.attach(myCam);

        boolean alternate = false;

        for(int z = 1; z <= 8; z++){
            for(int x = 1; x <= 8; x++){
                Geometry block = new Geometry("Bx"+x+":"+z, new Box(blockSize.x, blockSize.y, blockSize.z));
                Vector3f v = blockSize.mult(new Vector3f(x, 0, -z));
                block.setLocalTranslation(-50+v.x, v.y, v.z);
                if(!alternate){
                    Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
                    mat.setColor("Color", ColorRGBA.DarkGray);
                    block.setMaterial(mat);
                    alternate = !alternate;
                } else {
                    Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
                    mat.setColor("Color", ColorRGBA.White);
                    block.setMaterial(mat);
                    alternate = !alternate;
                }
                targetPool.attachChild(block);
            }
            alternate = !alternate;
        }

        targetPool.attachChild(myTerrain);
        
        rootNode.attachChild(mySky);
        rootNode.attachChild(targetPool);

    }
    
    @Override
    public void simpleUpdate(float tpf){

        myCam.update(tpf);

    }

    public void chessTableScale(float scale){
        blockSize = blockSize.scaleAdd(scale, blockSize);
    }

}

Since this is my first time doing graphics with JME3, I cannot figure out where is the distortion is coming from.

is it from the fact that you are trying to draw rectangles over the texture of the terrain.

I have no idea.

Can someone help me figure this out.

Maybe I am missing some piece of code.

This happens even after I remove the Sky and the Terrain objects

Isnt the constructor to your box in extends vs size? (aka radius vs diameter?)
So they overlap like hell?

Amen to that.

They were overlapping.

Thanks.