Are Euler's equations integrated for a PxRigidDynamic in PxScene::simulate(dt) ?

Mike,
Thanks much for your reply. I now understand better the reasons for the behavior I was seeing in my applications.
I have several simulations of the flow of gravel-like material, in a micro-gravity environment. As long as all the gravel stays close together, the many collisions dominate the motion of each actor and there is no time to notice inaccuracies in free spin. Only when the actors get more dispersed, and with the low gravity resulting in long, slow motions, the precise tumbling motion can be noticed to be missing. For the most part, I think my applications can accept this limitation. It would be nice to have the more physical behavior simulated, perhaps as a configurable option? If this were on the table for a future release I would add my vote in favor :)
Thanks,
-nuun