quantization/compression is now allowed for btTriangleMesh containers and btBvhTriangleMeshShape
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@@ -100,8 +100,7 @@ void UserCollisionAlgorithm::initPhysics()
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delete[] gVertices;
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bool useQuantizedBvhTree = false;
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// btTriangleMesh uses a subpart for each triangle, this is not compatible with compressed quantized bvh node
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bool useQuantizedBvhTree = true;
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btCollisionShape* trimeshShape = new btBvhTriangleMeshShape(trimesh,useQuantizedBvhTree);
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//ConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
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