I made a system that uses differents kind of bounding Volume. I have a Ogre3D scene and automatically get the entities of the 3d engine and put them into bullet with spheric BV, OBB, AABB. Then I make for my thesis different kind of Raytest, with different number of rays.. and I need, for each of these BV shape the Time and Accuracy.
But for Example, the time that I get are very strange. For example.. Only for single raytest on AABB i get the differents time (for each evaluations) that goes from 0.01 ms to 0.420ms. For Sphere raytest on center of BV, it goes from 0.089 to 0.22 . I've noted that the first value is always so low in ms.
I check for any my mistake but I didn't found anything. I tried now, to use instead of ogre timer the time.h time of c++ and is not a problem of ogre timer because the results are about the same.
Is not a problem for me...for my thesis if I arrive to understand why there are these differences ..
Do you think that these values have to vary only for kind of btCollisionObject? when I make raytest, are always checked the same number of object or this number vary in various position of raytest or a different number?
Do you think those results are understable for your knowledge of Physic Engine?
Thank you so so much...

it's very important for me..