I seem to remember reading on the forum (though can't really find it now) that really big triangles (~50m or more) cause some collision problems in Bullet, is that still true?
Because my capsule controller code returns a few missing collisions on a mesh like that and if I tessellate it, it works great. But what puzzles me is that if I drop a capsule dynamic body on the same mesh it works great even with the non-tessellated case. It's alright by me to tessellate the meshes but I want to be sure this is really the case and I'm not doing something wrong here.
Any thoughts on this?
Thanks for your help!
Ales Mlakar
Zootfly