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    <p>The issue is right here</p> <pre><code> TriangleDynamic t1(p1 , newEdge1Mid , newEdge3Mid); subTriangles.push_back(t1); TriangleDynamic t2(newEdge1Mid, p2, newEdge2Mid); subTriangles.push_back(t2); TriangleDynamic t3(newEdge3Mid, newEdge2Mid, p3); subTriangles.push_back(t3); TriangleDynamic t4(newEdge1Mid, newEdge2Mid, newEdge3Mid); subTriangles.push_back(t4); t1.splitTriangleProject( currentLevel + 1, maxLevel, org, radius); t2.splitTriangleProject( currentLevel + 1, maxLevel, org, radius); t3.splitTriangleProject( currentLevel + 1, maxLevel, org, radius); t4.splitTriangleProject( currentLevel + 1, maxLevel, org, radius); </code></pre> <p>Note how you push a copy of the triangle into the subTriangles vector before you call splitTrangleProject.</p> <p>Thus the triangles in the vector did not have splitTriangleProject called on them.</p> <p>Move the pushbacks to the end of the code and it should work.</p> <pre><code> TriangleDynamic t1(p1 , newEdge1Mid , newEdge3Mid); TriangleDynamic t2(newEdge1Mid, p2, newEdge2Mid); TriangleDynamic t3(newEdge3Mid, newEdge2Mid, p3); TriangleDynamic t4(newEdge1Mid, newEdge2Mid, newEdge3Mid); t1.splitTriangleProject( currentLevel + 1, maxLevel, org, radius); t2.splitTriangleProject( currentLevel + 1, maxLevel, org, radius); t3.splitTriangleProject( currentLevel + 1, maxLevel, org, radius); t4.splitTriangleProject( currentLevel + 1, maxLevel, org, radius); subTriangles.push_back(t3); subTriangles.push_back(t2); subTriangles.push_back(t1); subTriangles.push_back(t4); </code></pre> <p>(Also, on another note, if this code starts getting slow it could be greatly sped up with a C++11 std::move. Don't go into pointers unless you have to.)</p>
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