<HTML> <BODY> <PRE> <STRONG>NAME</STRONG> <STRONG>gluDisk</STRONG> - draw a disk <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG> void <STRONG>gluDisk</STRONG>( GLUquadric* <EM>quad</EM>, GLdouble <EM>inner</EM>, GLdouble <EM>outer</EM>, GLint <EM>slices</EM>, GLint <EM>loops</EM> ) <STRONG>PARAMETERS</STRONG> <EM>quad</EM> Specifies the quadrics object (created with <STRONG>gluNewQuadric</STRONG>). <EM>inner</EM> Specifies the inner radius of the disk (may be 0). <EM>outer</EM> Specifies the outer radius of the disk. <EM>slices</EM> Specifies the number of subdivisions around the <EM>z</EM> axis. <EM>loops</EM> Specifies the number of concentric rings about the origin into which the disk is subdivided. <STRONG>DESCRIPTION</STRONG> <STRONG>gluDisk</STRONG> renders a disk on the <EM>z</EM> = 0 plane. The disk has a radius of <EM>outer</EM>, and contains a concentric circular hole with a radius of <EM>inner</EM>. If <EM>inner</EM> is 0, then no hole is generated. The disk is subdivided around the <EM>z</EM> axis into slices (like pizza slices), and also about the <EM>z</EM> axis into rings (as specified by <EM>slices</EM> and <EM>loops</EM>, respectively). With respect to orientation, the +<EM>z</EM> side of the disk is considered to be "outside" (see <STRONG>gluQuadricOrientation</STRONG>). This means that if the orientation is set to <STRONG>GLU_OUTSIDE</STRONG>, then any normals generated point along the +<EM>z</EM> axis. Otherwise, they point along the -<EM>z</EM> axis. If texturing has been turned on (with <STRONG>gluQuadricTexture</STRONG>), texture coordinates are generated linearly such that where r=outer, the value at (<EM>r</EM>, 0, 0) is (1, 0.5), at (0, <EM>r</EM>, 0) it is (0.5, 1), at (-<EM>r</EM>, 0, 0) it is (0, 0.5), and at (0, -<EM>r</EM>, 0) it is (0.5, 0). <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG> <STRONG>gluCylinder</STRONG>, <STRONG>gluNewQuadric</STRONG>, <STRONG>gluPartialDisk</STRONG>, <STRONG>gluQuadricOrientation</STRONG>, <STRONG>gluQuadricTexture</STRONG>, <STRONG>gluSphere</STRONG> </PRE> </BODY> </HTML>