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7    <title>Graphix Library (gfx) Sample Demos</title>
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9  <body>
10    <h1>SceneTreeDemo</h1>
11
12      <div class="section"><img src="images/SceneTreeDemo.png" border="0" width="400" height="240" /></div>
13
14      <h2>Overview</h2>
15      <p>
16        This demo propagates transforms when camera and/or model nodes are bound as transform node children.
17      </p>
18
19      <h2>How to Use</h2>
20      <p>
21        <ul>
22          <li>Demo-specific operations</li>
23          <ul>
24            <li>None.</li>
25          </ul>
26          <li>Common Operations</li>
27          <ul>
28            <li>Slide pad: Rotate the camera</li>
29            <li>Slide pad + A Button: Move the camera back and forth</li>
30            <li>Slide pad + B Button: Move the camera in parallel</li>
31            <li>Slide pad + Y Button: Move the camera up and down</li>
32            <li>X Button: Reset the camera position</li>
33            <li>START Button: Restart the demo.</li>
34          </ul>
35        </ul>
36      </p>
37
38      <h2>Description</h2>
39      <p>
40        Models and cameras are treated as scene trees by the NintendoWare graphics library. If the parent node is a <a href="../../../nw/gfx/TransformNode/Overview.html">transform node</a>, child nodes are affected by any associated transforms.
41      </p>
42      <p>
43        In this demo, the camera and models that are children of the transform node are influenced, because the parent node of the camera and parent node of the model are made to rotate and translate.
44      </p>
45
46  <hr><p>CONFIDENTIAL</p></body>
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