title: Bullet Physics, Collision between btBvhTriangleMeshShape and btStaticPlaneShape wont work
body: <p>First some facts:
  I try to realise Collision Detection with Bullet in C++ using Visual Studio 2012.
   So far i have a Sphere:</p>
  
  <pre><code>    btCollisionShape* fallShape = new btSphereShape(100); 
      btDefaultMotionState* fallMotionState =
              new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(0,500,0)));
      btScalar mass = 1000;
      btVector3 fallInertia(0,0,0);
      fallShape-&gt;calculateLocalInertia(mass,fallInertia);
      btRigidBody::btRigidBodyConstructionInfo fallRigidBodyCI(mass,fallMotionState,fallShape,fallInertia);
      btRigidBody* fallRigidBody = new btRigidBody(fallRigidBodyCI);
      physicsWorld-&gt;addRigidBody(fallRigidBody);
  </code></pre>
  
  <p>and my level, realised as btBvhTriangleMeshShape:</p>
  
  <pre><code>    triangles.addTriangle(btVector3 (0, 0, 0),btVector3 (0, 0, 0),btVector3 (0, 0, 0));
  
  btCollisionShape* levelShape = new btBvhTriangleMeshShape(&amp;triangles, true, true);
      btDefaultMotionState* levelMotionState = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(0,0,0)));
    btRigidBody::btRigidBodyConstructionInfo
        levelRigidBodyCI(0,levelMotionState,levelShape,btVector3(0,0,0));
     btRigidBody* levelRigidBody = new btRigidBody(levelRigidBodyCI);
      physicsWorld-&gt;addRigidBody(levelRigidBody);
  </code></pre>
  
  <p>I know that in triangles is only one triangle but they collide.</p>
  
  <p>My Problem is now, that when they collide, my program shuts down with no specific error, simply a unhandle exception window from visual studio.</p>
  
  <p>Anyone an idea?</p>