Problem with normals of inclined quads

I have a problem in setting the correct normals for a QUAD surface of an object. The object is this:

The object contains 2 side parts formed by half cylinders (cut with glClipPlane) and a middle part formed by quads. The problem is that I dont know how to set the normals for the inclined quads from the middle part in order to look like a continuous inclined surface (together with the inclined part of the cylinders). These are the functions I used to generate the object:


GLuint GLWidget::makeLink1(GLuint listid)
{
    static GLUquadricObj *disk, *cylinder;
    GLdouble eqn1[4] = {-1.0, 0.0, 0.0, 0.0};
    GLdouble eqn2[4] = {1.0, 0.0, 0.0, 0.0}; //ax+by+cz+d=0
    GLuint list = glGenLists(listid);
    glNewList(list, GL_COMPILE_AND_EXECUTE);
    disk = gluNewQuadric();
    gluQuadricNormals(disk,GL_SMOOTH);
    cylinder = gluNewQuadric();
    gluQuadricNormals(cylinder,GL_SMOOTH);
    gluQuadricOrientation(cylinder,GLU_OUTSIDE);
    glPushMatrix();
    setMaterial(SILVER);
    glPushMatrix(); //round half cylinder
        glClipPlane(GL_CLIP_PLANE0, eqn2);
        glEnable(GL_CLIP_PLANE0);
        glRotatef(-90.0, 1.0, 0.0, 0.0);
        gluCylinder(cylinder,160,140,70,256,256);
        gluQuadricOrientation(disk,GLU_INSIDE);
        gluDisk(disk,0,160,256,256);
        glTranslatef(0,0,70);
        gluQuadricOrientation(disk,GLU_OUTSIDE);
        gluDisk(disk,0,140,256,256);
        glDisable(GL_CLIP_PLANE0);
    glPopMatrix();
    glPushMatrix(); //...
        glRotatef(-90.0, 1.0, 0.0, 0.0);
        quadXY(-200,-160,0,160,0,0,0,-1);
    glPopMatrix();
    glPushMatrix(); //round half cylinder
        glTranslatef(-200,0,0);
        glClipPlane(GL_CLIP_PLANE0, eqn1);
        glEnable(GL_CLIP_PLANE0);
        glRotatef(-90.0, 1.0, 0.0, 0.0);
        gluCylinder(cylinder,160,140,70,256,256);
        gluQuadricOrientation(disk,GLU_INSIDE);
        gluDisk(disk,0,160,256,256);
        glTranslatef(0,0,70);
        gluQuadricOrientation(disk,GLU_OUTSIDE);
        gluDisk(disk,0,140,256,256);
        glDisable(GL_CLIP_PLANE0);
    glPopMatrix();
    glPushMatrix(); //...
        glRotatef(-90.0, 1.0, 0.0, 0.0);
        glTranslatef(0,0,70);
        quadXY(-200,-140,0,140,0,0,0,1);
    glPopMatrix();
    glPushMatrix(); //...
        glRotatef(-90.0, 1.0, 0.0, 0.0);
        quadXYZ(-200,140,0,160,0,70);
        quadXYZ(-200,-140,0,-160,0,70);
    glPopMatrix();
    glPopMatrix();
    glEndList();
    return list;
}

where:


void GLWidget::quadXY(GLfloat xmin, GLfloat ymin, GLfloat xmax, GLfloat ymax, GLfloat Z, GLfloat nx, GLfloat ny, GLfloat nz)
{
        GLfloat i,j;
        glBegin(GL_QUADS);
        glNormal3f(  nx,  ny,  nz );
        for (i = xmin; i< xmax; i +=(xmax-xmin)/128)
        {
                for (j = ymin; j<ymax; j += (ymax-ymin)/128)
                {
                        glVertex3f( i, j,Z);
                        glVertex3f( i, j+((ymax-ymin)/128),Z);
                        glVertex3f( i+((xmax-xmin)/128), j+((ymax-ymin)/128),Z);
                        glVertex3f( i+((xmax-xmin)/128), j,Z);

                }

        }
        glEnd();
}

void GLWidget::quadXYZ(GLfloat xmin, GLfloat ymin, GLfloat xmax, GLfloat ymax, GLfloat zmin, GLfloat zmax)
{
        GLfloat i;
        int slices = 40;
        glBegin(GL_QUADS);
        glNormal3f(  0,  ymax,  zmax );
        for (i = xmin; i< xmax; i +=(xmax-xmin)/slices)
        {
            glVertex3f( i, ymin,zmax);
            glVertex3f( i, ymax,zmin);
            glVertex3f( i+((xmax-xmin)/slices), ymax, zmin);
            glVertex3f( i+((xmax-xmin)/slices), ymin ,zmax);
        }
        glEnd();
}

The inclined quads are generated with quadXYZ function. Also, in order to have a proper lighting on the plane surfaces I generate quads with quadXY (bigquad = (nxn) smallquads).
Function “setMaterial” sets the a material using glMaterialfv.
I use 2 directional lights in this view:
LIGHT0 and LIGHT1:
ambient: { 0.0, 0.0, 0.0, 1.0 }
diffuse: { 0.6, 0.6, 0.6, 1.0 }
specular: { 0.5, 0.5, 0.5, 1.0 }

position:
{ 1500.0, -1500.0, 1500.0, 0.0 } // for light0
{ -1500.0, -1500.0, 1500.0, 0.0 } // for light1

I really dont know how to set those normals correctly. On plane surfaces everything is ok… 2 half circles and a quad between look like a single surface (which is what I want). On inclined plane it looks like different surfaces and in picture.

P.S: 1. “glEnable(GL_NORMALIZE)” doesn’t solve my problem.
2. Red axis is X axis, white (actually blue) is Y axis and yellow axis is Z axis.

Thanks in advance and sorry for my poor english.