But with 20.000 3D triangles (extruded) that collides with each other, and with my proxy car and actor, it's not very fast. - It's not very slow nether, but I prefer it to be faster. (With the 20.000 objects close together, it's around 50 sec/frame on my PC)
Looking at the results I'm getting, the inter-glass-piece collision don't really add allot to the visual impression, so I wanted to try it without the glass pieces colliding, but to only have the glass hit the car.
But I can't figure it out....
Please explain it to me, like I'm a two-year old

For my glass pieces, I tried (among alot other tests)
bool isDynamic = !(body->isStaticObject() || body->isKinematicObject());
collisionFilterMask = GLASS; // GLASS = 32
body->setCollisionFlags(collisionFilterMask);
m_dynamicsWorld->addRigidBody(body);
and for the car...
body->setCollisionFlags( body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
body->setActivationState(DISABLE_DEACTIVATION);
bool isDynamic = !(body->isStaticObject() || body->isKinematicObject());
collisionFilterGroup = CAR;//isDynamic? btBroadphaseProxy::DefaultFilter : btBroadphaseProxy::StaticFilter;
collisionFilterMask = isDynamic? btBroadphaseProxy::AllFilter : btBroadphaseProxy::AllFilter ^ btBroadphaseProxy::StaticFilter;
}
m_dynamicsWorld->addCollisionObject(body, collisionFilterGroup, collisionFilterMask);
Which makes the glass not hit the car, but the glass hits the glass

How do I make this work?
Thanks alot....
PS: I'll upload a flick at http://www.gizwiz.dk/car_glass.avi in a hour or two.