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Use 1/2 * (minRadius + maxRadius) of the parent vertices as child vertex radius.
This improves mesh quality on higher refinement levels for meshes with quadrilaterals,
while triangle-based meshes are unaffected.

Use 1/2 * (minRadius + maxRadius) of the parent vertices as child vertex radius.
This improves mesh quality on higher refinement levels for meshes with quadrilaterals,
while triangle-based meshes are unaffected.
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