**Name**- quad:PartialDisk -- draw an arc of a disk
**Synopsis**-
quad:PartialDisk(inner, outer, slices, loops, start, sweep)

**Function**-
quad:PartialDisk() renders a partial disk on the z = 0 plane. A partial disk is similar to a full disk, except that only
the subset of the disk from
`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.

**Inputs**-
*inner*- specifies the inner radius of the partial disk (can be 0)
*outer*- specifies the outer radius of the partial disk
*slices*- specifies the number of subdivisions around the z axis
*loops*- specifies the number of concentric rings about the origin into which the partial disk is subdivided
*start*- specifies the starting angle, in degrees, of the disk portion
*sweep*- specifies the sweep angle, in degrees, of the disk portion

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