remove speculative contacts, they break restitution and cause other artifacts
use btConvexPolyhedron for debug rendering, if available fixes in btConvexConvexAlgorithm for polyhedral contact clipping, if GJK separating normal is zero don't shift vertices in btPolyhedralConvexShape
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@@ -329,7 +329,7 @@ void btSoftBodyHelpers::Draw( btSoftBody* psb,
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{
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const btScalar scl=(btScalar)0.8;
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const btScalar alp=(btScalar)1;
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const btVector3 col((btScalar)0.7,(btScalar)0.7,(btScalar)0.7);
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const btVector3 col((btScalar)0.3,(btScalar)0.3,(btScalar)0.7);
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for(int i=0;i<psb->m_tetras.size();++i)
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{
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const btSoftBody::Tetra& t=psb->m_tetras[i];
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