<HTML> <BODY> <PRE> <STRONG>NAME</STRONG> <STRONG>gluCylinder</STRONG> - draw a cylinder <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG> void <STRONG>gluCylinder</STRONG>( GLUquadric* <EM>quad</EM>, GLdouble <EM>base</EM>, GLdouble <EM>top</EM>, GLdouble <EM>height</EM>, GLint <EM>slices</EM>, GLint <EM>stacks</EM> ) <STRONG>PARAMETERS</STRONG> <EM>quad</EM> Specifies the quadrics object (created with <STRONG>gluNewQuadric</STRONG>). <EM>base</EM> Specifies the radius of the cylinder at <EM>z</EM> = 0. <EM>top</EM> Specifies the radius of the cylinder at <EM>z</EM> = <EM>height</EM>. <EM>height</EM> Specifies the height of the cylinder. <EM>slices</EM> Specifies the number of subdivisions around the <EM>z</EM> axis. <EM>stacks</EM> Specifies the number of subdivisions along the <EM>z</EM> axis. <STRONG>DESCRIPTION</STRONG> <STRONG>gluCylinder</STRONG> draws a cylinder oriented along the <EM>z</EM> axis. The base of the cylinder is placed at <EM>z</EM> = 0, and the top at z=height. Like a sphere, a cylinder is subdivided around the <EM>z</EM> axis into slices, and along the <EM>z</EM> axis into stacks. Note that if <EM>top</EM> is set to 0.0, this routine generates a cone. If the orientation is set to <STRONG>GLU_OUTSIDE</STRONG> (with <STRONG>gluQuadricOrientation</STRONG>), then any generated normals point away from the <EM>z</EM> axis. Otherwise, they point toward the <EM>z</EM> axis. If texturing is turned on (with <STRONG>gluQuadricTexture</STRONG>), then texture coordinates are generated so that <EM>t</EM> ranges linearly from 0.0 at <EM>z</EM> = 0 to 1.0 at <EM>z</EM> = <EM>height</EM>, and <EM>s</EM> ranges from 0.0 at the +<EM>y</EM> axis, to 0.25 at the +<EM>x</EM> axis, to 0.5 at the -<EM>y</EM> axis, to 0.75 at the -<EM>x</EM> axis, and back to 1.0 at the +<EM>y</EM> axis. <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG> <STRONG>gluDisk</STRONG>, <STRONG>gluNewQuadric</STRONG>, <STRONG>gluPartialDisk</STRONG>, <STRONG>gluQuadricTexture</STRONG>, <STRONG>gluSphere</STRONG> </PRE> </BODY> </HTML>