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Text File  |  2001-04-17  |  3.4 KB  |  67 lines

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  4. gggglllluuuuCCCCyyyylllliiiinnnnddddeeeerrrr((((3333GGGG))))                OOOOppppeeeennnnGGGGLLLL RRRReeeeffffeeeerrrreeeennnncccceeee                gggglllluuuuCCCCyyyylllliiiinnnnddddeeeerrrr((((3333GGGG))))
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  8. NNNNAAAAMMMMEEEE
  9.      gggglllluuuuCCCCyyyylllliiiinnnnddddeeeerrrr - draw a cylinder
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  11.  
  12. CCCC SSSSPPPPEEEECCCCIIIIFFFFIIIICCCCAAAATTTTIIIIOOOONNNN
  13.      void gggglllluuuuCCCCyyyylllliiiinnnnddddeeeerrrr( GLUquadric* _q_u_a_d,
  14.                        GLdouble _b_a_s_e,
  15.                        GLdouble _t_o_p,
  16.                        GLdouble _h_e_i_g_h_t,
  17.                        GLint _s_l_i_c_e_s,
  18.                        GLint _s_t_a_c_k_s )
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  21. PPPPAAAARRRRAAAAMMMMEEEETTTTEEEERRRRSSSS
  22.      _q_u_a_d    Specifies the quadrics object (created with gggglllluuuuNNNNeeeewwwwQQQQuuuuaaaaddddrrrriiiicccc).
  23.  
  24.      _b_a_s_e    Specifies the radius of the cylinder at _z = 0.
  25.  
  26.      _t_o_p     Specifies the radius of the cylinder at _z = _h_e_i_g_h_t.
  27.  
  28.      _h_e_i_g_h_t  Specifies the height of the cylinder.
  29.  
  30.      _s_l_i_c_e_s  Specifies the number of subdivisions around the _z axis.
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  32.      _s_t_a_c_k_s  Specifies the number of subdivisions along the _z axis.
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  34. DDDDEEEESSSSCCCCRRRRIIIIPPPPTTTTIIIIOOOONNNN
  35.      gggglllluuuuCCCCyyyylllliiiinnnnddddeeeerrrr draws a cylinder oriented along the _z axis. The base of the
  36.      cylinder is placed at _z = 0, and the top at z = height. Like a sphere, a
  37.      cylinder is subdivided around the _z axis into slices, and along the _z
  38.      axis into stacks.
  39.  
  40.      Note that if _t_o_p is set to 0.0, this routine generates a cone.
  41.  
  42.      If the orientation is set to GGGGLLLLUUUU____OOOOUUUUTTTTSSSSIIIIDDDDEEEE (with gggglllluuuuQQQQuuuuaaaaddddrrrriiiiccccOOOOrrrriiiieeeennnnttttaaaattttiiiioooonnnn),
  43.      then any generated normals point away from the _z axis. Otherwise, they
  44.      point toward the _z axis.
  45.  
  46.      If texturing is turned on (with gggglllluuuuQQQQuuuuaaaaddddrrrriiiiccccTTTTeeeexxxxttttuuuurrrreeee), then texture
  47.      coordinates are generated so that _t ranges linearly from 0.0 at _z = 0 to
  48.      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
  49.      +_x axis, to 0.5 at the -_y axis, to 0.75 at the -_x axis, and back to 1.0
  50.      at the +_y axis.
  51.  
  52. SSSSEEEEEEEE AAAALLLLSSSSOOOO
  53.      gggglllluuuuDDDDiiiisssskkkk, gggglllluuuuNNNNeeeewwwwQQQQuuuuaaaaddddrrrriiiicccc, gggglllluuuuPPPPaaaarrrrttttiiiiaaaallllDDDDiiiisssskkkk, gggglllluuuuQQQQuuuuaaaaddddrrrriiiiccccTTTTeeeexxxxttttuuuurrrreeee, gggglllluuuuSSSSpppphhhheeeerrrreeee
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  63.                                                                         PPPPaaaaggggeeee 1111
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