Triangle collision checking modifies geometry?

this is the only possible explanation i found for a weird bug. i am shooting at something, triangle check is working, projectile stuck somewhere. now i shoot another projectile (same model, inside a sharednode). the projectile gets stuck in the first one (robin hood style) and from then on, the projectiles being created have a different size and or orientation then they should. i switched to bounding box collision checking to be sure, and yes - it only happens when checking the triangles themselves.

the result changes if i permute the triangle picking order a.findCollisions(b) gives different results then b.findCollisions(a).