_q_u_a_d Specifies the quadrics object (created with ffffgggglllluuuuNNNNeeeewwwwQQQQuuuuaaaaddddrrrriiiicccc).
_b_a_s_e Specifies the radius of the cylinder at _z = 0.
_t_o_p Specifies the radius of the cylinder at _z = _h_e_i_g_h_t.
_h_e_i_g_h_t Specifies the height of the cylinder.
_s_l_i_c_e_s Specifies the number of subdivisions around the _z axis.
_s_t_a_c_k_s Specifies the number of subdivisions along the _z axis.
DDDDEEEESSSSCCCCRRRRIIIIPPPPTTTTIIIIOOOONNNN
ffffgggglllluuuuCCCCyyyylllliiiinnnnddddeeeerrrr 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 _t_o_p is set to zero, then this routine will generate a cone.
If the orientation is set to GGGGLLLLUUUU____OOOOUUUUTTTTSSSSIIIIDDDDEEEE (with ffffgggglllluuuuQQQQuuuuaaaaddddrrrriiiiccccOOOOrrrriiiieeeennnnttttaaaattttiiiioooonnnn),
then any generated normals point away from the _z axis. Otherwise, they
point toward the _z axis.
If texturing is turned on (with ffffgggglllluuuuQQQQuuuuaaaaddddrrrriiiiccccTTTTeeeexxxxttttuuuurrrreeee), then texture
coordinates are generated so that _t ranges linearly from 0.0 at _z = 0 to
1.0 at _z = _h_e_i_g_h_t, 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