quad:Disk -- draw a disk
quad:Disk(inner, outer, slices, loops)
quad:Disk() 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 quad:Orientation for details.). 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 quad:Texture()), 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).

Please consult an OpenGL reference manual for more information.

specifies the inner radius of the disk (may be 0)
specifies the outer radius of the disk
specifies the number of subdivisions around the z axis
specifies the number of concentric rings about the origin into which the disk is subdivided

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