1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> 2<html xml:lang="en-US" lang="en-US"> 3 <head> 4 <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> 5 <meta http-equiv="Content-Style-Type" content="text/css" /> 6 <link rel="stylesheet" href="../../../css/document.css" type="text/css" /> 7 <title>Graphics Library (gfx) Sample Demos</title> 8 </head> 9 <body> 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> 49</html> 50 51