I ask this because I did one example where I have a teapot having a convexhull or a NewtonBox as its NewtonBody and a box shaped floor with a collisiontree or a NewtonBox with mass = 0. When I start the application the teapot is placed a little above the floor and it falls on it, but starts to bounce and move, and in the end it falls through the floor. I think this is because of the dimensions of the bodies that are too small, having dimensions of their bounding boxes like these for example:
Teapot : widht_x: 0.014333, height_y: 0.011242, depth_z: 0.022942
Floor: widht_x: 0.155701, height_y: 0.017946, depth_z: 0.088241
1) So, Is there a way to tell Newton that the units used are really small in order to avoid this tunneling problem?
2) I also I noted that the teapot falls really quick, but if I scale these dimensions to make them bigger, the teapot falls a lot more slowly.
Do I have to scale the values of the forces and masses for every object so they don't move so fast? (I set the gravity = mass*9.

3) I also set this:
NewtonSetMinimumFrameRate( newton.GetNewtonWorld(), 300 );
in order to have more accurate collision detection, is that correct?
I gave both bodies a wooID material like the tutorials.
Thanks in advance.