Does Bullet do anything similar?
Is it possible to have Bullet make (or take in) a set of "normal" normals?

You can best use btBvhTriangleMeshShape, btTriangleMeshShape is only meant as internal (unoptimized) fixed triangle meshes. btBvhTriangleMeshShape add acceleration structure for triangle meshes.stevenLD wrote:We're using btTriangleMeshShape for our mesh bounding, and have observed behaviour consistent with our polygons having double-sided normals. We transitioned to Bullet from another physics engine that assumed normals based on rotation/order of the vertices passed in to make the polygons.
Does Bullet do anything similar?