Situation
I'm making a billiards simulator and have a static btBox representing the table surface with btSphere's as the balls. In the demo, both the ground (table surface) and the btSphere's are given positive values for rolling friction, 1.0 and 0.3 respectively. The demo show's the sphere's roll naturally and eventually come to rest.
When I use these values in my simulation the sphere's can never maintain an angular velocity and just "skid" across the table - no matter what values I set rolling friction in the surface/sphere.
If I set rolling friction to zero for the surface (doesn't matter which) then it produces a realistic rolling behavior UNTIL the ball is about to come to rest. Then it somehow acquires this constant, slow velocity and rolls like a zombie around the table. Also ball's will just start rolling sometimes, before any contact.
Considerations
I have tried many combinations of friction/dampening and can't reproduce the demo's behavior or fix the problems I mention. The only important differences in my setup that I can think of is mine is MUCH smaller. It's not simple explaining why these are so small but my BALL_RADIUS = 0.0103 and BALL_MASS = 0.12393.
Question(s)
Any idea's why my ball's aren't spinning when I have rolling friction on both the surface and the sphere?
Otherwise, any idea's what's keeping the balls from stopping when I'm only setting rolling friction on the sphere?
Thoughts
The docs/demo/code/web do NOT do a very good job at documenting rolling friction. Either that or I'm doing something extremely strange...Please help!