/*! \mainpage OpenGL ES Particles Example
 *
 * \ref intro_sec
 * \n\ref Pre_sec
 * \n\ref Design_sec
 *
 * <HR>
 *
 * \section intro_sec 1. About this Example
 *
 *  This example demonstrates drawing point sprites, which is a method of applying a texture to traditional
 *  OpenGL point primitives. Point sprites have been supported in OpenGL ES since version 1.1. Point
 *  sprites are useful for implementing particle effects, such as explosions, or for simulating volumetric
 *  phenomena such as fire and smoke. This example draws an animated string of particles around the screen
 *  using point sprites.
 *
 *  This example can be extended to any kind of OpenGL ES application, but you might
 *  want to look at the other example applications as well for how to use other,
 *  different kinds of, OpenGL ES features.
 *
 *  Only classes used by this example are the basic UI framework baseclasses. OpenGL ES itself is pure C
 *  method call API and doesn't use classes.
 *
 * <HR>
 *
 * \section Pre_sec 2. Prerequisites
 *   To build and run this example you need to have the S60 SDK installed and working correctly on your computer.
 *   You also need basic understanding on how to build S60 applications.
 *
 *   To work with this example application you need basic understanding on how to build S60 applications and
 *   basic undestanding of how Symbian (or COE) UI and application framework works. Also basic knowledge on
 *   OpenGL or OpenGL ES is required if you wish to modify the example.
 *
 *	<HR>
 *
 *  \section Design_sec 3. Design and Implemention
 *
 *  This example draws a string of particles moving around the screen. Each particle is drawn as a simple point
 *  primitive, but since the example enables the point sprite feature, textured billboards are rendered instead
 *  of simple points. To make the example more visually interesting, a feedback texture is used to
 *  blend the framebuffer contents with those of the previous frame.
 *
 *  All the point sprite code related can be found in the class <a class="el" href="class_c_particles.html">CParticles</a>.
 *
 *  \subsection Sub31 3.1 Capabilities
 *
 *  The application has only NONE capability as it only needs the rights to execute and access to the screen.
 *
 *  \subsection Sub32 3.2 ScalabaleUI
 *
 *  All Open GL ES examples support various screen modes. The examples also support changing the screen size while the
 *  application is running. Note that this support must be coded in the application and this code
 *  resides in the container's SizeChanged() method.
 *
 */