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    Glossary

    -C-

    Coincident

    Coincident vertices share the same coordinate space, but are incident to two separate edges.

    -D-

    Degenerate triangles

    A degenerate triangle does not have any area.

    -I-

    Incident

    When an edge connects two vertices, those vertices are both incident to the edge.

    -M-

    Manifold and non-manifold geometry

    Manifold geometry is well-formed and could exist in the real world. Non-manifold geometry can cause errors and could de-stabilize your project. The following are examples of non-manifold geometry:

    • Inner faces (faces enclosed inside another set of faces)
    • Overlapping faces (occupying the same space)
    • Faces that bisect another mesh
    • Self-intersecting faces

    -Q-

    Quad (quadrangle)

    Most polygons are "triangulated", or divided into faces with three edges. However, ProBuilder supports four-sided faces, or "quadrangles" in many cases. "Quad" is the abbreviation for "quadrangle".

    -W-

    Winding order

    Winding order determines how a polygon's vertices are rendered (clockwise vs. counter-clockwise). A clockwise winding order is sometimes called "right-handed" and a counter-clockwise winding order is sometimes called "left-handed". In left-handed coordinate systems like Unity, where the y-axis is "up", counter-clockwise winding is front-facing. For right-handed systems, the rendering order is opposite .

    Winged edge

    When three or more faces meet at a boundary, the vertex where they meet is coincident with multiple faces and edges. The WingedEdge is a structure that holds information about a face, an edge, and a vertex at that boundary. It also provides a list of coincident edges so you can use the EdgeLookup to access information about them through scripting.

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