http://www.continuousphysics.com/mediaw ... ello_World
When creating the ground plane, it says that you must offset the shape so it does not intersect the origin. However, looking at the btStaticPlaneShape implementation as well as running a trial, I don't see any grounds for this claim:
btStaticPlaneShape(btVector3(0,1,0),0) works just fine for me...The ground plane normal is upwards, and its distance from the origin is 1 metre. The ground will actually intersect the origin, but Bullet doesn't allow this in the local collision space, so we will offset it by 1 metre and the compensate when we place the rigid body later.
btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0,1,0),1);
Perhaps an old issue which has since been resolved, so the warning can be removed from the wiki?