Devide a Triangle

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Well, I did all that...
I can't imagin it to be anything else than a calculation-error in my code,But after calculating the triangles in a grid and then deviding them, the only thing I do with them is scaling the Z-vectors down by multiplying them with 0.015625.
The Pic below shows ( more or less)what I'm talking about.
[edit:] replaced the pic.


[edit:]
after recreating the mesh I use UpdateNormals().

I was also wondering (if I would calculate the normals by hand :) wether I could Use the normals of the origial triangle and impose them on the newones somehow, since the 3 of them ar all in the same plane anyway...