11-08-2011
you should simply enter every slice and its size. they have provided example for / and swap.
order of slices might be important. because (spinning) disk is faster at beginning. (but not much if its inside virtual machine)
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GLUDISK(3G) GLUDISK(3G)
NAME
gluDisk - draw a disk
C SPECIFICATION
void gluDisk( GLUquadric* quad,
GLdouble inner,
GLdouble outer,
GLint slices,
GLint loops )
PARAMETERS
quad Specifies the quadrics object (created with gluNewQuadric).
inner Specifies the inner radius of the disk (may be 0).
outer Specifies the outer radius of the disk.
slices Specifies the number of subdivisions around the z axis.
loops Specifies the number of concentric rings about the origin into which the disk is subdivided.
DESCRIPTION
gluDisk renders a disk on the z = 0 plane. The disk has a radius of outer, and contains a concentric circular hole with a radius of inner.
If inner is 0, then no hole is generated. The disk is subdivided around the z axis into slices (like pizza slices), and also about the z
axis into rings (as specified by slices and loops, respectively).
With respect to orientation, the +z side of the disk is considered to be "outside" (see gluQuadricOrientation). This means that if the
orientation is set to GLU_OUTSIDE, then any normals generated point along the +z axis. Otherwise, they point along the -z axis.
If texturing has been turned on (with gluQuadricTexture), texture coordinates are generated linearly such that where r=outer, the value at
(r, 0, 0) is (1, 0.5), at (0, r, 0) it is (0.5, 1), at (-r, 0, 0) it is (0, 0.5), and at (0, -r, 0) it is (0.5, 0).
SEE ALSO
gluCylinder(3G), gluNewQuadric(3G), gluPartialDisk(3G), gluQuadricOrientation(3G), gluQuadricTexture(3G), gluSphere(3G)
GLUDISK(3G)