**Name**- quad:Cylinder -- draw a cylinder
**Synopsis**-
quad:Cylinder(base, top, height, slices, stacks)

**Function**-
quad:Cylinder() draws a cylinder oriented along the z axis. The base of the cylinder is placed at z = 0 and
the top at z = height. Like a sphere, a cylinder is subdivided around the z axis into slices and along the
z axis into 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.

**Inputs**-
*base*- specifies the radius of the cylinder at z = 0
*top*- specifies the radius of the cylinder at z = height
*height*- specifies the height of the cylinder
*slices*- specifies the number of subdivisions around the z axis
*stacks*- specifies the number of subdivisions along the z axis

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