I have a thread designed to manage physics and have all the graphics and scene data constructs ready to go. I have integrated the most recent build of bullet into my Microsoft Visual Studio 2010 project and successfully got a DX teapot to use the matrix of a bullet collision shape sphere to rotate along a plane being pulled against it by gravity.
My mesh format will be Collada later on but for the time being I am using .x and .sdkmesh files (I am aware of the massive list of flaws with that!). I have the ability to read them into Blender in order to convert them to .bullet format (although I have not found the thing I need to add to Blender to do that export yet! A cue would be appreciated

My main question is are there any tutorials on parsing meshes into bullet from my mesh container for the graphics (Direct X) API?
I have seen:
Concave Physics Demos example of using btBulletWorldImporter to load in an external mesh file from .bullet format, What other formats can it take? I have seen many things about the collision shapes you can apply to meshes but would love a tutorial on the mesh loading step.
#ifndef SERIALIZE_TO_DISK
#include "btBulletWorldImporter.h"
#endif //SERIALIZE_TO_DISK
btBulletWorldImporter import(0);//don't store info into the world
if (import.loadFile("myShape.bullet")) //Can this take many formats or exclusively the bullet format?
I will certainly look for and find the blender to ".bullet" route into getting physics running but I would love to be able to import all mesh data from the one file if anyone had a tutorial or general guide on what to lookup for that.
I cannot wait to load in my own meshes the first thing I am going to do is code in a raycast vehicle and drive around

Thanks for any help
Enlightened One