     return unless @renderer
 
     vector.update time for key, vector of @vectors
-    triangle.draw() for triangle in @triangles
+    triangle.draw() for key, triangle of @triangles
 
     @renderer.render @stage
 

        o = i % 2
        e = 1 - i % 2

        triangle = new Triangle(@, getVector(x, y + deltaY * o), getVector(x + deltaX / 2, y + deltaY * e), getVector(x + deltaX, y + deltaY * o))
        @triangles.push triangle
        @stage.addChild triangle.graphics

        triangle = new Triangle(@, getVector(x + deltaX / 2, y + deltaY * e), getVector(x + deltaX, y + deltaY * o), getVector(x + 3 * deltaX / 2, y + deltaY * e))
        @triangles.push triangle
        @stage.addChild triangle.graphics

    return # To not have CoffeeScript return a result of for loop

  generateTriangles: =>
    return unless @renderer

    getVector = (args...) =>
      key = args.join ','
      @vectors[key] ?= new Vector args...
      @vectors[key]

    getTriangle = (args...) =>
      key = args.join ','
      [x1, y1, x2, y2, x3, y3] = args
      @triangles[key] ?= new Triangle @, getVector(x1, y1), getVector(x2, y2), getVector(x3, y3)
      @triangles[key]

    originX = -200
    originY = -200
