Used previous bug fix again, since the optimised triangle meshes
still cause an incorrect rescue (in bsod castle). git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@1501 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -51,7 +51,7 @@ void TriangleMesh::createBody(btCollisionObject::CollisionFlags flags)
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return;
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}
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// Now convert the triangle mesh into a static rigid body
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m_collision_shape = new btBvhTriangleMeshShape(&m_mesh, true);
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m_collision_shape = new btBvhTriangleMeshShape(&m_mesh, false);
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btTransform startTransform;
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startTransform.setIdentity();
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m_motion_state = new btDefaultMotionState(startTransform);
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