I'm using Ogre and btOgre to generate a btBvhTriangleMeshShape for my animated mesh at initialization. Now, during the animation of the mesh, I'd like to update the collision shape but not totally rebuild it. This takes forever doing it every frame for a medium to highly detailed mesh of > 1000 vertices. I think I read somewhere you can just supply the btBvhTriangleMeshShape with the deformed/moved vertices if nothing was added or removed. But I can't figure out how.
I have all the vertex info and index info. I tried doing a partialRefit / refit but as I expected nothing happened.. I assume I need to supply the btBvhTriangleMeshShape with some form of new information. I figured this maybe has something to do with the StridingMeshInterface but yeah, I'm stuck.
Is it possible what I want? I really need the btBvhTriangleMeshShape because I need a ~100% representation of my mesh in form of the collision shape.
Creating the trimesh every frame is just too slow and I can't imgine there isn't more efficient way. Yet I cannot find it!
I would greatly appreciate a solution, and if possible also working directly with BtOgre... but I would survive if it's just Bullet-oriented

Regards,
Reinier.