glutsolidcone(3glut) [osx man page]
glutSolidCone(3GLUT) GLUT glutSolidCone(3GLUT) NAME
glutSolidCone, glutWireCone - render a solid or wireframe cone respectively. SYNTAX
#include <GLUT/glut.h> 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(3G), gluNewQuadric(3G), gluPartialDisk(3G), gluQuadricTexture(3G), gluSphere(3G) GLUCYLINDER(3G)