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Tokamak colission

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Im trying to use a .x file as a static floor for my game.
		Phys_Map = Phys_Simulator->CreateRigidBody();

		neGeometry *Geometry = Phys_Map->AddGeometry();

		
		//Compute bounding box size from mesh
		D3DXVECTOR3 min, max;
		BYTE* v = 0;
		MapMesh->LockVertexBuffer(0, (void**)&v);
	 	D3DXComputeBoundingBox((D3DXVECTOR3*)v, MapMesh->GetNumVertices(), D3DXGetFVFVertexSize(MapMesh->GetFVF()), &min, &max);
		MapMesh->UnlockVertexBuffer();

		neV3 SizeOfMap;
		SizeOfMap.Set( max.x - min.x, max.y - min.y, max.z - min.z );
		Geometry->SetBoxSize(SizeOfMap);

		
		neV3 Position;
		Position.Set( 0.0f, -2.0f, 0.0f );
		Phys_Map->SetPos( Position );
		Phys_Map->UpdateBoundingInfo();

But it is still effected by a downpulling force, probably from the box and cylinder standing on it. How can I make it totally static, and only react as a wall, object should bounce on it by it should not more.

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