glutSolidCone(3GLUT) GLUT glutSolidCone(3GLUT)NAME
glutSolidCone, glutWireCone - render a solid or wireframe cone respectively.
SYNTAX
void glutSolidCone(GLdouble base, GLdouble height,
GLint slices, GLint stacks);
void glutWireCone(GLdouble base, GLdouble height,
GLint slices, GLint stacks);
ARGUMENTS
base The radius of the base of the cone.
height The height of the cone.
slices The number of subdivisions around the Z axis.
stacks The number of subdivisions along the Z axis.
DESCRIPTION
glutSolidCone and glutWireCone render a solid or wireframe cone respectively oriented along the Z axis. The base of the cone is placed at Z
= 0, and the top at Z = height. The cone is subdivided around the Z axis into slices, and along the Z axis into stacks.
SEE ALSO
glutSolidSphere, glutSolidCube, glutSolidTorus, glutSolidDodecahedron, glutSolidOctahedron, glutSolidTetrahedron, glutSolidIcosahedron,
glutSolidTeapot
AUTHOR
Mark J. Kilgard (mjk@nvidia.com)
GLUT 3.7 glutSolidCone(3GLUT)
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GLUCYLINDER(3G)GLUCYLINDER(3G)NAME
gluCylinder - draw a cylinder
C SPECIFICATION
void gluCylinder( GLUquadric* quad,
GLdouble base,
GLdouble top,
GLdouble height,
GLint slices,
GLint stacks )
PARAMETERS
quad Specifies the quadrics object (created with gluNewQuadric).
base Specifies the radius of the cylinder at z = 0.
top Specifies the radius of the cylinder at z = height.
height Specifies the height of the cylinder.
slices Specifies the number of subdivisions around the z axis.
stacks Specifies the number of subdivisions along the z axis.
DESCRIPTION
gluCylinder draws a cylinder oriented along the z axis. The base of the cylinder is placed at z = 0, and the top at z = height. Like a
sphere, a cylinder is subdivided around the z axis into slices, and along the z axis into stacks.
Note that if top is set to 0.0, this routine generates a cone.
If the orientation is set to GLU_OUTSIDE (with gluQuadricOrientation), then any generated normals point away from the z axis. Otherwise,
they point toward the z axis.
If texturing is turned on (with gluQuadricTexture), then texture coordinates are generated so that t ranges linearly from 0.0 at z = 0 to
1.0 at z = height, and s ranges from 0.0 at the +y axis, to 0.25 at the +x axis, to 0.5 at the -y axis, to 0.75 at the -x axis, and back to
1.0 at the +y axis.
SEE ALSO
gluDisk, gluNewQuadric, gluPartialDisk, gluQuadricTexture, gluSphere
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