Has anybody had any luck with using the quantized AABB compression of btBvhTriangleMeshShape? When I turn it on, I no longer get any collisions with my terrain, where previously I had collisions working.
I am using a btTriangleMesh (with many addTriangle calls) to feed to the constructor. I noticed that this causes the following assert at line 80 in btOptimizedBvh:
btAssert(partId==0)
so I wrote my own version of btTriangleMesh that uses 1 subpart but many tris per part. This also didn't work.
My terrain shape has just over 55000 tris.
I have tried this on Win32 as well as Xbox 360 with the same results.
Any advice?
Using btBvhTriangleMeshShape with quantizedAabbCompression
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