I have a dummy example up and running, that implements a basic scene and collisions.
My scene contains some meshes (2 or 3) of 10k-20k triangles each.
Since I'm planning to use bullet for a tracking application, the simplest way is to remove all objects from my scene and recreate them @ every frame.
However this introduces a very big speed bottleneck.
Is there any way to update vertices/triangles instead of doing the above described procedure?
Update triangles/vertices @ btTriangleMesh, btCollisionShape
Re: Update triangles/vertices @ btTriangleMesh, btCollisionS
how big are the changes to the meshes , and have you profiled to see exactly where the slowness is? if the changes are fairlly limited then you mgiht get away with just rebuilding sections of the bvh accelerator....