quad:PartialDisk(inner, outer, slices, loops, start, sweep)
start
through start
+ sweep
is included (where 0 degrees is along the +y axis, 90 degrees
along the +x axis, 180 degrees along the -y axis, and 270 degrees along the -x axis).
The partial 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 partial 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 partial 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 is turned on (with quad:Texture()), texture coordinates are generated linearly such that where r = outer , the value at (r, 0, 0) is (1.0, 0.5), at (0, r, 0) it is (0.5, 1.0), at (-r, 0, 0) it is (0.0, 0.5), and at (0, -r, 0) it is (0.5, 0.0).
Please consult an OpenGL reference manual for more information.