Just wondering if there's any difference between these two methods when I have a btTriangleMesh that is only used for collision. In the demos a rigidbody is used set to static but I decided to try with a CollisionObject.
i.e. method1
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btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, myMotionState, groundShape, localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
body->setCollisionFlags(body->getCollisionFlags() | btCollisionObject::CF_STATIC_OBJECT);
m_DynamicsWorld->addRigidBody(body);
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btCollisionObject* colObj = new btCollisionObject();
colObj->setWorldTransform(groundTransform);
colObj->setCollisionShape(groundShape);
colObj->setCollisionFlags(colObj->getCollisionFlags() | btCollisionObject::CF_STATIC_OBJECT);
m_DynamicsWorld->addCollisionObject(colObj);