quad:Cylinder(base, top, height, slices, stacks)
Note that if top is set to 0.0, this routine generates a cone.
If the orientation is set to #GLU_OUTSIDE
(with quad:Orientation()),
then any generated normals point away from the z axis. Otherwise, they point toward the z axis.
If texturing is turned on (with quad:Texture()), then texture coordinates are generated so that t ranges linearly from 0.0 at z = 0 to 1.0 at z = height, 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 at the +y axis.
Please consult an OpenGL reference manual for more information.