- in etwa so:
- for a := 0 to parts_round do begin
- glBegin(GL_QUADS);
- glVertex3f(cos(a/parts_round*2*pi), sin(a/parts_round*2*pi), 1);
- glVertex3f(cos(a/parts_round*2*pi), sin(a/parts_round*2*pi), -1);
- glVertex3f(cos((a+1)/parts_round*2*pi), sin((a+1)a/parts_round*2*pi), -1);
- glVertex3f(cos((a+1)a/parts_round*2*pi), sin((a+1)/parts_round*2*pi), 1);
- glend;
- end;