# Glossary ## -C- ### Coincident _Coincident_ vertices share the same coordinate space, but are [incident](#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](xref:UnityEngine.ProBuilder.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](xref:UnityEngine.ProBuilder.EdgeLookup) to access information about them through scripting.