The changes are something like this:void btConvexTriangleCallback::processTriangle(btVector3* triangle,intpartId, int triangleIndex){ const btCollisionObject* ob =const_cast<btCollisionObject*>(m_triBodyWrap->getCollisionObject()); if (!TestTriangleAgainstAabb2(triangle, m_aabbMin, m_aabbMax)) { return; }It makes a huge performance difference for my application, especially on mobile devices - http