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7    <title>Graphics Library (gfx) Sample Demos</title>
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10    <h1><CODE>ParticleCombinationNodeDemo</CODE></h1>
11
12      <div class="section"><img src="images/ParticleCombinationNodeDemo.png" border="0" width="400" height="240"/></div>
13
14      <h2>Overview</h2>
15      <p>This demo uses three patterns of <CODE>ParticleModel</CODE>/<CODE>ParticleEmitter</CODE> combinations to render five flame particles. Each pattern has different advantages and disadvantages in terms of speed and features.
16      </p>
17
18  <h2>How to Use</h2>
19      <p>
20        <ul>
21          <li>Demo-Specific Operations</li>
22          <ul>
23            <li>None.</li>
24          </ul>
25          <li>Common Operations</li>
26          <ul>
27            <li>Circle Pad: Rotate the camera</li>
28            <li>Circle Pad + A Button: Move the camera back and forth</li>
29            <li>Circle Pad + B Button: Move the camera in parallel</li>
30            <li>Circle Pad + Y Button: Move the camera up and down</li>
31            <li>X Button: Reset the camera position</li>
32            <li>START Button: Restart the demo</li>
33          </ul>
34        </ul>
35      </p>
36
37      <h2>Description</h2>
38      <p>This section describes the main points of the demo.</p>
39
40      <h3>5 <CODE>ParticleModel</CODE>s, 5 <CODE>ParticleEmitter</CODE>s</h3>
41      <p>This pattern creates the <CODE>ParticleModel</CODE> and <CODE>ParticleEmitter</CODE> objects each with their own coordinate systems, allowing for fine-grained control. However, this also means that calculations and rendering are carried out for each one, requiring more memory and resulting in slower speeds.</p>
42
43      <h3>1 <CODE>ParticleModel</CODE>, 5 <CODE>ParticleEmitter</CODE>s</h3>
44      <p>This pattern only creates one <CODE>ParticleModel</CODE> with only the one coordinate system, allowing for faster rendering and requiring less memory.</p>
45
46      <h3>1 <CODE>ParticleModel</CODE>, 1 <CODE>ParticleEmitter</CODE></h3>
47      <p>This pattern uses the fewest object instances, requiring the least amount of memory, but this also means that <CODE>Emission</CODE> processing must happen on the user side. This method is also only suited to data with an emission interval of one frame.</p>
48  <hr><p>CONFIDENTIAL</p></body>
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