anchor.diff:  [cols="3", options="header"]
   |===
   
  -<a| Texture Path                     
  -a| Dimension 
  -a| Preview 
  -
  -<a| Effects/Explosion/Debris.png     
  -<a| 3*3  
  -a| image:jme3/beginner/Debris.png[Debris.png,32,32] 
  -
  -<a| Effects/Explosion/flame.png      
  -<a| 2*2  
  -a| image:jme3/beginner/flame.png[flame.png,32,32] 
  -
  -<a| Effects/Explosion/shockwave.png  
  -<a| 1*1  
  -a| image:jme3/beginner/shockwave.png[shockwave.png,32,32] 
  -
  -a| Effects/Explosion/smoketrail.png 
  -<a| 1*3  
  -a| image:jme3/beginner/smoketrail.png[smoketrail.png,32,32] 
  -
  -<a| Effects/Smoke/Smoke.png          
  -a| 1*15 
  -a| image:jme3/beginner/Smoke.png[Smoke.png,96,32] 
  +<a| Texture Path
  +a| Dimension
  +a| Preview
  +
  +<a| Effects/Explosion/Debris.png
  +<a| 3*3
  +a| image:jme3/beginner/Debris.png[Debris.png,32,32]
  +
  +<a| Effects/Explosion/flame.png
  +<a| 2*2
  +a| image:jme3/beginner/flame.png[flame.png,32,32]
  +
  +<a| Effects/Explosion/shockwave.png
  +<a| 1*1
  +a| image:jme3/beginner/shockwave.png[shockwave.png,32,32]
  +
  +a| Effects/Explosion/smoketrail.png
  +<a| 1*3
  +a| image:jme3/beginner/smoketrail.png[smoketrail.png,32,32]
  +
  +<a| Effects/Smoke/Smoke.png
  +a| 1*15
  +a| image:jme3/beginner/Smoke.png[Smoke.png,96,32]
   
   |===
   
  
positive.code: [source,java]
  ----
  
      ParticleEmitter fire = 
              new ParticleEmitter("Emitter", ParticleMesh.Type.Triangle, 30);
      Material mat_red = new Material(assetManager, 
              "Common/MatDefs/Misc/Particle.j3md");
      mat_red.setTexture("Texture", assetManager.loadTexture(
              "Effects/Explosion/flame.png"));
      fire.setMaterial(mat_red);
      fire.setImagesX(2); 
      fire.setImagesY(2); // 2x2 texture animation
      fire.setEndColor(  new ColorRGBA(1f, 0f, 0f, 1f));   // red
      fire.setStartColor(new ColorRGBA(1f, 1f, 0f, 0.5f)); // yellow
      
  ----
  
  [.right]
  
negative.code: 
  Compare the texture with the resulting effect.
  
  *  Black parts of the image become fully transparent.
  *  White/gray parts of the image are translucent and get colorized.
  *  You set the color using `setStartColor()` and `setEndColor()`. +
  For fire, is's a gradient from yellow to red.
  *  By default, the animation is played in order and loops.
  
  Create a grayscale texture in a graphic editor, and save it to your `assets/Effects` directory. If you split up one image file into x*y animation steps, make sure each square is of equal size–just as you see in the examples here.
  
  
  === Emitter Parameters
  
  A particle system is always centered around an emitter.
  
  Use the `setShape()` method to change the EmitterShape:
  
  