allow for float data, and prepare for 'quad edge flip', either re-use the first triangle vertex, or second (re-use index 00 or 01)
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@@ -237,7 +237,10 @@ const float TRIANGLE_SIZE=20.f;
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btScalar maxHeight = 20000.f;
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groundShape = new btHeightfieldTerrainShape(width,length,heightfieldData,maxHeight,upIndex);
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bool useFloatDatam=false;
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bool flipQuadEdges=false;
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groundShape = new btHeightfieldTerrainShape(width,length,heightfieldData,maxHeight,upIndex,useFloatDatam,flipQuadEdges);
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btVector3 localScaling(20,20,20);
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localScaling[upIndex]=1.f;
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groundShape->setLocalScaling(localScaling);
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