Hello,
In my project I have static scene objects that are dynamically created and merged into a single mesh at runtime. To add physics collision, I am using a BvhTriangleMeshShape. The merged mesh has multiple different materials, thus multiple subgeometries.
However, BvhTriangleMeshShape ignores all but the first subgeometry
var indexData : Vector.<uint> = mesh.geometry.subGeometries[0].indexData;
var vertexData : Vector.<Number> = mesh.geometry.subGeometries[0].vertexData;
I tried to fix this but it seems it is more complicated than it looks and my meagre efforts have failed ![]()
It would be great to have this fixed as my current workaround is to merge the scene objects into a temporary second mesh without a texture (thus only 1 subgeometry), and use this temporary mesh to create the shape. Obviously not a very efficient way of doing things.

