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mirror of https://github.com/blawar/GLideN64.git synced 2024-06-30 08:24:05 +00:00

Update translation files.

This commit is contained in:
Sergey Lipskiy 2016-10-08 15:02:34 +07:00
parent ff7c0f88ea
commit 36e62dd0f3
7 changed files with 2041 additions and 1187 deletions

View File

@ -520,35 +520,35 @@ p, li { white-space: pre-wrap; }
</message>
<message>
<location filename="configDialog.ui" line="70"/>
<location filename="configDialog.ui" line="103"/>
<location filename="configDialog.ui" line="77"/>
<location filename="configDialog.ui" line="99"/>
<location filename="configDialog.ui" line="119"/>
<location filename="configDialog.ui" line="139"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Resolution:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;This option selects resolution for windowed mode. You also may select &lt;span style=&quot; font-style:italic;&quot;&gt;custom&lt;/span&gt; and enter necessary window sizes.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;640x480, 800x600, 1024x768&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<oldsource>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Resolution:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;This option selects resolution for windowed mode.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;640x480, 800x600, 1024x768&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</oldsource>
<translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Fenster-Auflösung: Hier wird die Fenster-Auflösung eingestellt.&lt;/p&gt;&lt;p&gt;[Empfehlung: 640x480, 800x600, 1024x768]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="73"/>
<location filename="configDialog.ui" line="80"/>
<source>Windowed resolution:</source>
<translation>Fenster-Auflösung:</translation>
</message>
<message>
<location filename="configDialog.ui" line="83"/>
<source>Refresh rate:</source>
<translation>Frequenz:</translation>
<translation type="vanished">Frequenz:</translation>
</message>
<message>
<location filename="configDialog.ui" line="93"/>
<source>Resolution:</source>
<translation>Auflösung:</translation>
<translation type="vanished">Auflösung:</translation>
</message>
<message>
<location filename="configDialog.ui" line="112"/>
<location filename="configDialog.ui" line="92"/>
<location filename="configDialog.ui" line="180"/>
<source>W:</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="132"/>
<location filename="configDialog.ui" line="112"/>
<location filename="configDialog.ui" line="206"/>
<source>H:</source>
<translation type="unfinished"></translation>
</message>
@ -557,45 +557,45 @@ p, li { white-space: pre-wrap; }
<translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Seitenverhältniss:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Die meisten N64-Spiele nutzen ein 4:3 Seitenverhältniss aber manche unterstützen auch Widescreen. Stelle dafür diese Option hier &amp; im Spiel ein. Im Strecken-Modus wird das Bild der Fenster / Bildschirmgröße angepasst, andere Modi können schwarze Balken verursachen.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="161"/>
<location filename="configDialog.ui" line="235"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Aspect&lt;span style=&quot; vertical-align:super;&quot;&gt;*&lt;/span&gt;:&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Seitenverhältniss:*&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="171"/>
<location filename="configDialog.ui" line="245"/>
<source>Stretch</source>
<translation>Strecken</translation>
</message>
<message>
<location filename="configDialog.ui" line="184"/>
<location filename="configDialog.ui" line="258"/>
<source>4:3</source>
<translation>4:3</translation>
</message>
<message>
<location filename="configDialog.ui" line="197"/>
<location filename="configDialog.ui" line="271"/>
<source>16:9</source>
<translation>16:9</translation>
</message>
<message>
<location filename="configDialog.ui" line="210"/>
<location filename="configDialog.ui" line="284"/>
<source>Adjust</source>
<translation>Anpassen</translation>
</message>
<message>
<location filename="configDialog.ui" line="226"/>
<location filename="configDialog.ui" line="238"/>
<location filename="configDialog.ui" line="265"/>
<location filename="configDialog.ui" line="275"/>
<location filename="configDialog.ui" line="300"/>
<location filename="configDialog.ui" line="312"/>
<location filename="configDialog.ui" line="339"/>
<location filename="configDialog.ui" line="349"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Render at constant factor of native resolution.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;If frame buffer emulation enabled and factor is not zero, internal frame buffer size will be that factor of native N64 resolution. The buffer will be scaled to screen resolution when rendered to screen. If factor is zero (default), internal buffer size is equal to screen size. If factor is 1, the game will be rendered in native resolution and then up-scaled to screen resolution.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="229"/>
<location filename="configDialog.ui" line="303"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Render at constant factor of native resolution&lt;span style=&quot; vertical-align:super;&quot;&gt;*&lt;/span&gt;:&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="293"/>
<location filename="configDialog.ui" line="367"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Anti-aliasing&lt;span style=&quot; vertical-align:super;&quot;&gt;*&lt;/span&gt;:&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Anti-Aliasing:*&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
@ -608,105 +608,105 @@ p, li { white-space: pre-wrap; }
<translation type="vanished">X</translation>
</message>
<message>
<location filename="configDialog.ui" line="349"/>
<location filename="configDialog.ui" line="423"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;*requires frame buffer emulation enabled &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;*benötigt aktivierte Frame-Buffer-Emulation&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="397"/>
<location filename="configDialog.ui" line="471"/>
<source>Anisotropic filtering:</source>
<translation>Anisotropische Filterung:</translation>
</message>
<message>
<location filename="configDialog.ui" line="457"/>
<location filename="configDialog.ui" line="467"/>
<location filename="configDialog.ui" line="480"/>
<location filename="configDialog.ui" line="531"/>
<location filename="configDialog.ui" line="541"/>
<location filename="configDialog.ui" line="554"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Bilinear filtering:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;[standard] - standard texture filtering provided by PC hardware.&lt;/p&gt;&lt;p&gt;[N64 3point]- emulation of 3 point texture filtering used by the original hardware. Provides less smooth but more authentic look.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Bilineare Textur-Filterung:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;[Standard] Standard Texture-Filterung durch PC-Hardware.&lt;/p&gt;&lt;p&gt;[N64 3-Punkt] Emulation von 3-Punkt-Textur-Filterung, welche auch von der Original-Hardware genutzt wurde. Läuft weniger flüssig aber authentischer.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="460"/>
<location filename="configDialog.ui" line="534"/>
<source>Texture bilinear filtering:</source>
<translation>Bilineare Textur-Filterung:</translation>
</message>
<message>
<location filename="configDialog.ui" line="470"/>
<location filename="configDialog.ui" line="544"/>
<source>standard</source>
<translation>Standard</translation>
</message>
<message>
<location filename="configDialog.ui" line="483"/>
<location filename="configDialog.ui" line="557"/>
<source>N64 3point</source>
<translation>N64 3-Punkt</translation>
</message>
<message>
<location filename="configDialog.ui" line="503"/>
<location filename="configDialog.ui" line="577"/>
<source>Texture cache size:</source>
<translation>Textur-Cache-Größe:</translation>
</message>
<message>
<location filename="configDialog.ui" line="529"/>
<location filename="configDialog.ui" line="1267"/>
<location filename="configDialog.ui" line="603"/>
<location filename="configDialog.ui" line="1341"/>
<source>MB</source>
<translation>MB</translation>
</message>
<message>
<location filename="configDialog.ui" line="579"/>
<location filename="configDialog.ui" line="653"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Select a format, in which screen shots will be saved&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Wähle das Screenshot-Format&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="582"/>
<location filename="configDialog.ui" line="656"/>
<source>Screenshots format:</source>
<translation>Screenshot-Format:</translation>
</message>
<message>
<location filename="configDialog.ui" line="589"/>
<location filename="configDialog.ui" line="663"/>
<source>bmp</source>
<translation>bmp</translation>
</message>
<message>
<location filename="configDialog.ui" line="599"/>
<location filename="configDialog.ui" line="673"/>
<source>jpeg</source>
<translation>jpeg</translation>
</message>
<message>
<location filename="configDialog.ui" line="655"/>
<location filename="configDialog.ui" line="729"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Language select:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Press the button to invoke language selection dialog. Selected language will be activated after restart of the configuration dialog.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Sprache wählen:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Zur Anzeige der Sprachen hier klicken. Nach einem Neustart der Einstellungen ist die gewählte Sprache aktiviert.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="658"/>
<location filename="configDialog.ui" line="732"/>
<source>Language:</source>
<translation>Sprache:</translation>
</message>
<message>
<location filename="configDialog.ui" line="682"/>
<location filename="configDialog.ui" line="756"/>
<source>Emulation</source>
<translation>Emulation</translation>
</message>
<message>
<location filename="configDialog.ui" line="688"/>
<location filename="configDialog.ui" line="762"/>
<source>General settings</source>
<translation>Allgemeine Einstellungen</translation>
</message>
<message>
<location filename="configDialog.ui" line="694"/>
<location filename="configDialog.ui" line="768"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Enable mip-mapping emulation:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;N64 uses special mechanism for mip-mapping, which is hard to reproduce correctly on PC hardware. This option enables shaders based emulation of that feature.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;on&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Mip-Mapping emulieren:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Der N64 nutzt einen speziellen Mechanismus für Mip-Mapping, welcher mit PC-Hardware schwer nachzuvollziehen ist. Diese Option aktiviert Shader-basierte Emulation dieser Funktion.&lt;/p&gt;&lt;p&gt;[Empfehlung: Aktiviert]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="697"/>
<location filename="configDialog.ui" line="771"/>
<source>Emulate mip-mapping</source>
<translation>Mip-Mapping emulieren</translation>
</message>
<message>
<location filename="configDialog.ui" line="704"/>
<location filename="configDialog.ui" line="778"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Emulate noise&lt;/span&gt;:&lt;/p&gt;&lt;p&gt;Enable emulation of various effects, which use random color input.&lt;/p&gt;&lt;p&gt;May cause slowdown in rare cases.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;on&lt;/span&gt;]&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="707"/>
<location filename="configDialog.ui" line="781"/>
<source>Emulate noise</source>
<translation>Noise emulieren</translation>
</message>
@ -723,212 +723,291 @@ p, li { white-space: pre-wrap; }
<translation type="vanished">Hardware-Belichtung aktivieren</translation>
</message>
<message>
<location filename="configDialog.ui" line="724"/>
<location filename="configDialog.ui" line="798"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Shaders storage:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Use persistent storage for compiled shader programs.&lt;br/&gt;&lt;/p&gt;&lt;p&gt;Each game uses set of combiners. Combiner is an equation, which defines how to build output color from various color inputs. The plugin translates combiners to &lt;a href=&quot;https://www.opengl.org/wiki/Shader&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#0000ff;&quot;&gt;shaders&lt;/span&gt;&lt;/a&gt;. Shader compiler builds programs from them on fly. Shaders are large and complex. If new scene uses several new combiners, compilation of new shaders will take time and you will notice that as some stuttering. If you have shader storage enabled, all shaders will be compiled only once. Next time you run the game, plugin will not spend time on compilation of shaders, which you already met.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;on&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="727"/>
<location filename="configDialog.ui" line="801"/>
<source>Enable shaders storage</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="734"/>
<location filename="configDialog.ui" line="808"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Custom game settings:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Ini file may contain custom settings for particular game. These settings provide optimal performance for the game. Custom settings will override user&apos;s settings when this option is enabled. Disable to ignore custom settings.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;on&lt;/span&gt;]&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Nutze angepasste Spieleinstellungen:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Die Ini-Datei kann angepasste Einstellungen für einige Spiele besitzen. Diese Einstellungen ermöglichen die optimalste Funktion dieser Spiele. Diese Einstellung überschreibt benutzedefinierte Einstellungen, wenn diese Option aktiviert ist. Das Deaktivieren ignoriert die Ini-Datei.&lt;/p&gt;&lt;p&gt;[Empfehlung: Aktiviert]&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="737"/>
<location filename="configDialog.ui" line="811"/>
<source>Use custom per-game settings</source>
<translation>Nutze angepasste Spieleinstellungen</translation>
</message>
<message>
<location filename="configDialog.ui" line="759"/>
<location filename="configDialog.ui" line="833"/>
<source>2D Fixes</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="780"/>
<location filename="configDialog.ui" line="800"/>
<location filename="configDialog.ui" line="813"/>
<location filename="configDialog.ui" line="854"/>
<location filename="configDialog.ui" line="874"/>
<location filename="configDialog.ui" line="887"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Fix black lines between texrect:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Most games draw 2D backgrounds using texrect command. Texrect stands for textured rectangle. In some games, texrects coordinates not aligned: there is half-pixel split between adjacent texrects. It is not visible in native resolution, but resulted as black lines when image upscaled. This option enables texrect coordinates correction to avoid black lines issue.&lt;/p&gt;&lt;p&gt;* disable - do not correct texrect coordinates&lt;/p&gt;&lt;p&gt;* smart - apply correction only for polygons, which need it. Use it for games, which have black lines issue.&lt;/p&gt;&lt;p&gt;* force - apply correction for all texrects. Use it when &lt;span style=&quot; font-style:italic;&quot;&gt;smart&lt;/span&gt; does not help.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;game dependant, mostly off&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="783"/>
<location filename="configDialog.ui" line="857"/>
<source>Fix black lines between texrects</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="803"/>
<location filename="configDialog.ui" line="877"/>
<source>smart</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="816"/>
<location filename="configDialog.ui" line="890"/>
<source>force</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="828"/>
<location filename="configDialog.ui" line="902"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Render texrects in native resolution:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Most games draw 2D backgrounds and other 2D graphics using texrect command. Texrect stands for textured rectangle. 2D images represented by texrects often look distorted and unaligned in high resolution because of texture filtering. When this option is on, plugin renders texrects in native resolution and then copies the result to main buffer. Rendering in native resolution eliminates issues with 2D, but hardware load increases noticably.&lt;/p&gt;&lt;p&gt;Note: this option uses heuristics to detect adjucent texrects. The heuristics do not work for some games.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;mostly on, if your hardware can handle it&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="831"/>
<location filename="configDialog.ui" line="905"/>
<source>Render texrects in native resolution</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="841"/>
<location filename="configDialog.ui" line="915"/>
<source>Emulate frame buffer</source>
<translation>Frame-Buffer emulieren</translation>
</message>
<message>
<location filename="configDialog.ui" line="874"/>
<location filename="configDialog.ui" line="948"/>
<source>General options</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="901"/>
<location filename="configDialog.ui" line="911"/>
<location filename="configDialog.ui" line="975"/>
<location filename="configDialog.ui" line="985"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Buffer swap mode:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;With this option you may control how often plugin will update main frame buffer. There are three modes:&lt;/p&gt;&lt;p&gt;* on Vertical Interrupt. Number of buffer updates will be equal to Vertical Interrupts per Second (VI/s). VI/s is 50 for PAL and 60 for NTSC games. This is most compatible option. Use it if your system can handle it.&lt;/p&gt;&lt;p&gt;* on Video Interface origin change. The origin change means that game switched to another color buffer and buffers swap needed. This mode corresponds to Frames Per Seconds (FPS). FPS is between 20 and 30 for most games, thus buffers swap less often than in the first mode. This mode works well if game uses double or triple buffering. If game uses single buffer (very rare case), it does not work.&lt;/p&gt;&lt;p&gt;* on color image change. Buffers will swap only if frame buffer is actually modified. This mode is optimal for performance because it eliminates empty swaps. However, there are rare cases, where it does not work.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="904"/>
<location filename="configDialog.ui" line="978"/>
<source>Buffer swap mode:</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="915"/>
<location filename="configDialog.ui" line="989"/>
<source>On Vertical Interrupt</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="920"/>
<location filename="configDialog.ui" line="994"/>
<source>On VI origin change</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="925"/>
<location filename="configDialog.ui" line="999"/>
<source>On color buffer change</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="948"/>
<location filename="configDialog.ui" line="1022"/>
<source>Copy auxiliary color buffers to RDRAM</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="970"/>
<location filename="configDialog.ui" line="1044"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If emulator supports &lt;span style=&quot; font-style:italic;&quot;&gt;FBInfo&lt;/span&gt; API extension, plugin will rely on its help to read/write buffers only when game needs them.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="973"/>
<location filename="configDialog.ui" line="1047"/>
<source>Buffers read/write with emulator help</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="992"/>
<location filename="configDialog.ui" line="1066"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Do not use emulator help:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Depending on emulator, frame buffer usage notification may work imperfect and some frame buffer effects will not work. You may disable emulator help and force buffers copy.&lt;/p&gt;&lt;p&gt;[Recommended: off]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<source>Do not use emulator help</source>
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<message>
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<location filename="configDialog.ui" line="1078"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Read color buffer by chunks:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;When enabled, color bufer will be read by 4kb chunks. Otherwise the buffer will be read as whole. Read of one chunk is much faster than read of the whole buffer, but if game needs to read the whole buffer, read it by chunks will be slow.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;mostly off, because color buffer usually read as whole&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
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<source>Read color buffer by chunks</source>
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<message>
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<location filename="configDialog.ui" line="1088"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Read depth buffer by chunks:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;When enabled, depth bufer will be read by 4kb chunks. Otherwise the buffer will be read as whole. Read of one chunk is much faster than read of the whole buffer, but if game needs to read the whole buffer, read it by chunks will be slow.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;on, because depth buffer seldom read as whole&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
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<location filename="configDialog.ui" line="1091"/>
<source>Read depth buffer by chunks</source>
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<message>
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<location filename="configDialog.ui" line="1109"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If emulator does not support &lt;span style=&quot; font-style:italic;&quot;&gt;FBInfo&lt;/span&gt; API extension, plugin have to read/write buffers each frame to emulate &lt;span style=&quot; font-style:italic;&quot;&gt;some&lt;/span&gt; frame buffer based effects. It can be slow and also can cause glitches or even crashes. Enable these options only for games, which really need them.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
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<location filename="configDialog.ui" line="1112"/>
<source>Buffers read/write without emulator help</source>
<translation type="unfinished"></translation>
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<message>
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<location filename="configDialog.ui" line="1079"/>
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<location filename="configDialog.ui" line="1140"/>
<location filename="configDialog.ui" line="1153"/>
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<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Copy color buffer to RDRAM:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;In some games plugin can&apos;t detect frame buffer usage. In such cases you need to enable this option to see frame buffer effects. Every drawn frame will be read from video card and copied into RDRAM area.&lt;/p&gt;&lt;p&gt;* disable - do not copy buffer&lt;/p&gt;&lt;p&gt;* sync - copy buffer in sync mode. Can be slow, but works for all games&lt;/p&gt;&lt;p&gt;* async - copy buffer in async mode. Can be up to 10 times faster than sync mode, but is incompatible with some games.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;mostly async (sync needed only for a few games)&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
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<location filename="configDialog.ui" line="1904"/>
<source>Performance counters</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1910"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Show &lt;span style=&quot; font-weight:600;&quot;&gt;Frames Per Second&lt;/span&gt; counter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1913"/>
<source>FPS</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1920"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Show &lt;span style=&quot; font-weight:600;&quot;&gt;Video Interrupts per second&lt;/span&gt; counter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
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<source>VI/S</source>
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<message>
<location filename="configDialog.ui" line="1930"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Show &lt;span style=&quot; font-weight:600;&quot;&gt;Performance in percents&lt;/span&gt; counter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
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<source>%</source>
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<message>
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<location filename="configDialog.ui" line="1962"/>
<location filename="configDialog.ui" line="1988"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Counters displayed in a corner of the screen. Select left or right corner.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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</message>
<message>
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<source>Horisontal position:</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1952"/>
<location filename="configDialog.ui" line="1975"/>
<location filename="configDialog.ui" line="2001"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Counters displayed in a corner of the screen. Select top or bottom corner.&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<source>Vertical position:</source>
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<message>
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<source>left</source>
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<message>
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<source>top</source>
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<message>
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<source>right</source>
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<message>
<location filename="configDialog.ui" line="2004"/>
<source>bottom</source>
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<message>
<location filename="configDialog.ui" line="1009"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use shaders to emulate N64 depth compare modes. &lt;span style=&quot; font-weight:600;&quot;&gt;Experimental!&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
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<message>
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<location filename="configDialog.ui" line="1183"/>
<location filename="configDialog.ui" line="1193"/>
<location filename="configDialog.ui" line="1206"/>
<location filename="configDialog.ui" line="1219"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Copy depth buffer to RDRAM:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;This option is required for correct emulation of depth buffer based effects, e.g. coronas.&lt;/p&gt;&lt;p&gt;* disable - do not copy buffer&lt;/p&gt;&lt;p&gt;* from VRAM - Content of video card&apos;s depth buffer is copied into RDRAM area each frame. Can be slow on some games.&lt;/p&gt;&lt;p&gt;* software render - use software rendering. Generally faster than copy from video memory, but the result can be imperfect.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;software render&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
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<source>from VRAM</source>
<translation type="unfinished"></translation>
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<message>
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<location filename="configDialog.ui" line="1222"/>
<source>software</source>
<translation type="unfinished"></translation>
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<message>
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<location filename="configDialog.ui" line="1355"/>
<source>Decrease color banding</source>
<translation type="unfinished"></translation>
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<location filename="configDialog.ui" line="1689"/>
<source>Gamma correction</source>
<translation type="unfinished"></translation>
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<location filename="configDialog.ui" line="1695"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Gamma correction.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Some N64 games use gamma correction. Gamma correction makes image brighter. N64 applies gamma correction in its Video Interface. &lt;/p&gt;&lt;p&gt;GLideN64 emulates gamma correction as post-processing effect. That is, it works only when frame buffer emulation enabled. Gamma correction enabled automatically for games, which use it on real N64. You may force gamma correction for all games and increase default level of gamma correction.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;use defaults&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<source>Force gamma correction</source>
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<message>
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<location filename="configDialog.ui" line="1742"/>
<location filename="configDialog.ui" line="1716"/>
<location filename="configDialog.ui" line="1732"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Gamma correction.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Some N64 games use gamma correction. Gamma correction makes image brighter. N64 applies gamma correction in its Video Interface. &lt;/p&gt;&lt;p&gt;GLideN64 emulates gamma correction as post-processing effect. That is, it works only when frame buffer emulation enabled. Gamma correction enabled automatically for games, which use it on real N64. You may force gamma correction for all games. Default level of gamma correction is 2, as on N64.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;use defaults&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<source>Gamma correction level:</source>
<translation type="unfinished"></translation>
</message>
@ -937,58 +1016,58 @@ p, li { white-space: pre-wrap; }
<translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Kopiere den Frame-Buffer in den RDRAM:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;In manchen Spielen erkennt das Plugin das Nutzen des Frame-Buffers nicht. In diesem Fall muss diese Option aktiviert werden, um diese Frame-Buffer-Effekte sehen zu können. Jeder Frame wird von der Grafikkarte gelesen &amp; in den RDRAM-Bereich kopiert.&lt;/p&gt;&lt;p&gt;[Empfehlung: Meistens deaktiviert (wird nur für ein paar Spiele gebraucht)]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
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<source>Copy frame buffer to RDRAM</source>
<translation>Kopiere den Frame-Buffer in den RDRAM</translation>
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<message>
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<source>disable</source>
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<message>
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<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Aspect ratio of the output.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Most N64 games use 4:3 aspect ratio, but some support widescreen too.You may select appropriate aspect here and set widescreen mode in game settings. In &lt;span style=&quot; font-weight:600;&quot;&gt;Stretch&lt;/span&gt; mode the output will be stretched to the entire screen, other modes may add black borders if necessary.&lt;br/&gt;&lt;br/&gt;Special note: &lt;span style=&quot; font-weight:600;&quot;&gt;Adjust&lt;/span&gt; mode is so called &amp;quot;widescreen hack&amp;quot;. In that mode plugin tries to adjust viewport to fully use screen space, but without stretch of geometry. It may run games with native 4:3 aspect in widescreen. Some games look cool in that mode, some does not.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
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<message>
<location filename="configDialog.ui" line="714"/>
<location filename="configDialog.ui" line="788"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enable hardware lighting:&lt;/p&gt;&lt;p&gt;Normally lighting calculated per vertex. This option enables per-pixel shader based lighting. It results in more smooth and correct shading of 3D objects.&lt;/p&gt;&lt;p&gt;Note: since in LLE mode vertex color calculated outside of graphics plugin, this option is only for HLE.&lt;br/&gt;&lt;br/&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;your preference&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
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<message>
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<location filename="configDialog.ui" line="791"/>
<source>Enable hardware lighting (HLE only!)</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="945"/>
<location filename="configDialog.ui" line="1019"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Copy auxiliary color buffers to RDRAM:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;When enabled, auxiliary color buffer copied to RDRAM right after rendering into it is finished. It helps to correctly emulate frame buffer effects in some games.&lt;br/&gt;&lt;/p&gt;&lt;p&gt;Note: this option may noticeably reduce performance.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;mostly off&lt;/span&gt;]&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
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<message>
<location filename="configDialog.ui" line="1082"/>
<location filename="configDialog.ui" line="1156"/>
<source>sync</source>
<translation type="unfinished"></translation>
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<message>
<location filename="configDialog.ui" line="1095"/>
<location filename="configDialog.ui" line="1169"/>
<source>async</source>
<translation type="unfinished"></translation>
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<message>
<location filename="configDialog.ui" line="1160"/>
<location filename="configDialog.ui" line="1234"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Render N64 frame buffer as texture:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;When this option is enabled, content of each N64 frame buffer is rendered as texture over the frame, rendered by the plugin. This prevents graphics lost, but may cause slowdowns and various glitches in some games.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;mostly off&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Rendere den Frame-Buffer als Textur:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Wenn diese Option aktiviert ist, wird jeder Inhalt des Frame-Buffers als Textur vom Plugin über den Frame gerendert. Das verhindert grafische Verluste aber kann Performance-Einbrüche &amp; verschiedene Fehler in manchen Spielen verursachen.&lt;/p&gt;&lt;p&gt;[Empfehlung: Meistens deaktiviert]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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<message>
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<source>Render frame buffer as texture</source>
<translation>Rendere den Frame-Buffer als Textur</translation>
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@ -1005,7 +1084,7 @@ p, li { white-space: pre-wrap; }
<translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Kopiere den Depth-Buffer in den RDRAM:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Diese Option ist zur korrekten Emulation von Depth-Buffer-basierten Effekten wie z.B. Coronas erforderlich. Der Depth-Buffer der Grafikkarte wird bei jedem Frame in den RDRAM kopiert.&lt;/p&gt;&lt;p&gt;[Empfehlung: Aktiviert]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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<message>
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<source>Copy depth buffer to RDRAM</source>
<translation>Kopiere den Depth-Buffer in den RDRAM</translation>
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@ -1014,7 +1093,7 @@ p, li { white-space: pre-wrap; }
<translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Depth-Compare emulieren:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Diese Option nutzt Shader, um Depth-Compare-Modi zu emulieren.&lt;p&gt;[Empfehlung: Deaktiviert (Experimentell)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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<message>
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<source>Emulate N64 depth compare</source>
<translation>Depth-Compare emulieren</translation>
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@ -1035,239 +1114,282 @@ p, li { white-space: pre-wrap; }
<translation type="vanished">Schreibe einen Fingerabdruck in den RDRAM</translation>
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<message>
<location filename="configDialog.ui" line="1177"/>
<location filename="configDialog.ui" line="1251"/>
<source>Textures</source>
<translation>Texturen</translation>
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<message>
<location filename="configDialog.ui" line="1183"/>
<location filename="configDialog.ui" line="1257"/>
<source>Texture enhancement</source>
<translation>Textur-Verbesserungen</translation>
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<message>
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<location filename="configDialog.ui" line="1265"/>
<location filename="configDialog.ui" line="1275"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Filter:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Apply a filter to either smooth or sharpen textures.There are 4 different smoothing filters and 2 different sharpening filters. The higher the number, the stronger the effect, i.e. &lt;span style=&quot; font-weight:600;&quot;&gt;Smoothing filter 4&lt;/span&gt; will have a much more noticeable effect than &lt;span style=&quot; font-weight:600;&quot;&gt;Smoothing filter 1&lt;/span&gt;.Be aware that performance may have an impact depending on the game and/or the PC.&lt;/p&gt;&lt;p&gt;[Recommended: your preference]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Filter:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Sie können entweder einen weichen oder scharfen Filter wählen. Es gibt 4 verschiedene weiche &amp; 2 verschiedene scharfe Filter. Je höher die Nummer, desto stärker der Effekt, z.B. Smoothing filter 4 hat einen größeren Effekt als Smoothing filter 1. Sei gewarnt, es können je nach Spiel &amp; PC massive Performance-Einbrüche entstehen.&lt;/p&gt;&lt;p&gt;[Empfehlung: Deine Entscheidung]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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<message>
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<source>Filter:</source>
<translation>Filter:</translation>
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<message>
<location filename="configDialog.ui" line="1208"/>
<location filename="configDialog.ui" line="1218"/>
<location filename="configDialog.ui" line="1282"/>
<location filename="configDialog.ui" line="1292"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Texture enhancement:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;12 different filters are selectable here, each one with a distinctive look.Be aware of possible performance impacts.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;IMPORTANT:&lt;/span&gt; &apos;Store&apos; mode - saves textures in cache &apos;as is&apos;. It can improve performance in games, which load many textures. Disable &apos;Ignore backgrounds&apos; option for better result.&lt;/p&gt;&lt;p&gt;[Recommended: your preference]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Verbesserungen:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;12 verschiedene Filter stehen zur Auswahl &amp; alle haben ein unverwechselbares Aussehen .Es könnten Performance-Einbrüche auftreten.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;WICHTIG: &lt;/span&gt;Der Store Modus speichert Texturen im Cache. Es kann die Performance in Spielen verbessern, welche sehr viele Texturen laden müssen.&lt;/p&gt;&lt;p&gt;[Empfehlung: Deine Entscheidung]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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<message>
<location filename="configDialog.ui" line="1211"/>
<location filename="configDialog.ui" line="1285"/>
<source>Enhancement:</source>
<translation>Verbesserungen:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1235"/>
<location filename="configDialog.ui" line="1251"/>
<location filename="configDialog.ui" line="1264"/>
<location filename="configDialog.ui" line="1309"/>
<location filename="configDialog.ui" line="1325"/>
<location filename="configDialog.ui" line="1338"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Texture cache size:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Enhanced and filtered textures can be cached to aid performance. This setting will adjust how much PC memory will be dedicated for texture cache. This helps boost performance if there are subsequent requests for the same texture (usually the case). Normally, 128MB should be more than enough but there is a sweet spot for each game. Super Mario may not need more than 32megs, but Conker streams a lot of textures, so setting 256+ megs can boost performance. Adjust accordingly if you are encountering speed issues. &apos;0&apos; disables cache.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;PC and game dependant&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Textur-Cache:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Verbesserte &amp; gefilterte Texturen können für bessere Performance gecached werden. Bei dieser Einstellung wird festgelegt, wieviel Speicher für den Textur-Cache benutzt wird. Die Performance wird beschleunigt, wenn mehrmals auf eine Textur zugegriffen wird. Normalerweise sollten 128MB genug sein aber das ist spiel-abhängig. Super Mario 64 braucht wahrscheinlich nicht mehr als 32MB, Conker´s Bad Fur Day dagegen überträgt eine große Menge an Texturen, da können 256MB+ die Performance steigern. Verändere dementsprechend, wenn Geschwindigkeits-Probleme auftreten. 0MB deaktivieren den Cache.&lt;/p&gt;&lt;p&gt;[Empfehlung: PC &amp; Spiel-abhängig]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1238"/>
<location filename="configDialog.ui" line="1312"/>
<source>Texture cache:</source>
<translation>Textur-Cache:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1278"/>
<location filename="configDialog.ui" line="1352"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Decrease color banding&lt;/span&gt;:&lt;/p&gt;&lt;p&gt;This option enables pre-processing step, which reduces posterization issues on enhanced textures.&lt;/p&gt;&lt;p&gt;[Recommended:&lt;span style=&quot; font-style:italic;&quot;&gt; on for xBRZ&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1288"/>
<location filename="configDialog.ui" line="1362"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Ignore Backgrounds:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;It is used to skip enhancement for long narrow textures, usually used for backgrounds. This may save texture memory greatly and increase performance.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;on (off for &apos;Store&apos; mode)&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Hintergründe ignorieren:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Verbesserungen für lange schmale Texturen werden übersprungen, da die meistens als Hintergrund benutzt werden. Das verringert den Texture-Speicher enorm &amp; verbessert die Performance.&lt;/p&gt;&lt;p&gt;[Empfehlung: Aktiviert (deaktivieren im Store-Modus)]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1291"/>
<location filename="configDialog.ui" line="1365"/>
<source>Ignore backgrounds</source>
<translation>Hintergründe ignorieren</translation>
</message>
<message>
<location filename="configDialog.ui" line="1303"/>
<location filename="configDialog.ui" line="1377"/>
<source>Use texture pack</source>
<translation>Verwende Texturpaket</translation>
</message>
<message>
<location filename="configDialog.ui" line="1312"/>
<location filename="configDialog.ui" line="1386"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Use Alpha channel fully:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;When this option is off, 16bit rgba textures will be loaded using RiceVideo style - with 1bit for alpha channel. When it is on, GlideHQ will check, how alpha channel is used by the hires texture, and select most appropriate format for it. This gives texture designers freedom to play with alpha, as they need, regardless of format of original N64 texture. For older and badly designed texture packs it can cause unwanted black borders.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;texture pack dependant&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Nutze vollen Alphakanal:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Wenn diese Option deaktiviert ist, werden 16bit-rgbam-Texturen mit RiceVideo-Style geladen, mit 1bit für den Alphakanal. Aktiviert überprüft GlideHQ, wie der Alphakanal von den Hires-Texturen genutzt wird &amp; wählt das geeigneste Format. Das gibt den Texture-Designern Freiheiten, um mit dem Alphakanal zu spielen, wie sie wollen &amp; ohne Rücksicht auf das Format der Original-N64-Textur zu nehmen. Bei alten &amp; schlecht-designten Texturpaketen können ungewollte schwarze Balken auftauchen.&lt;/p&gt;&lt;p&gt;[Empfehlung: Texturpaket-abhängig]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1315"/>
<location filename="configDialog.ui" line="1389"/>
<source>Use alpha channel fully</source>
<translation>Nutze vollen Alphakanal</translation>
</message>
<message>
<location filename="configDialog.ui" line="1322"/>
<location filename="configDialog.ui" line="1396"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Alternative CRC calculation:&lt;/p&gt;&lt;p&gt;This option enables emulation of a palette CRC calculation bug in RiceVideo.If some textures are not loaded, try to set this option on/off.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;mostly off, on for really old packs&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Alternative CRC-Berechnung:&lt;/p&gt;&lt;p&gt;Diese Option aktiviert die Emulation des Paletten-CRC-Berechnungs-Bugs von RiceVideo. Falls manche Texturen nicht geladen werden, aktiviere / deaktiviere diese Funtion.&lt;/p&gt;&lt;p&gt;[Empfehlung: Meistens deaktiviert, aktiviert für ziemlich alte Texturpakete]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1325"/>
<location filename="configDialog.ui" line="1399"/>
<source>Alternative CRC calculation</source>
<translation>Alternative CRC-Berechnung</translation>
</message>
<message>
<location filename="configDialog.ui" line="1335"/>
<location filename="configDialog.ui" line="1409"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Texture dumping mode:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;In this mode, you have that ability to dump textures on screen to the appropriate folder. You can also reload textures while the game is running to see how they look instantly - big time saver!&lt;/p&gt;&lt;p&gt;Hotkeys: &lt;span style=&quot; font-weight:600;&quot;&gt;R&lt;/span&gt; reloads hires textures from the texture pack - &lt;span style=&quot; font-weight:600;&quot;&gt;D&lt;/span&gt; toggles texture dumps on/off.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Textur-Bearbeitungs-Modus:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;In diesem Modus hast du die Möglichkeit, die Texturen auf dem Bildschirm in den zugewiesenen Ordner zu kopieren. Du kannst die Texturen während des Spiels jederzeit neu laden &amp; sofort anschauen, wie die neue Textur aussieht (große Zeitersparniss)&lt;/p&gt;&lt;p&gt;Hotkeys: &quot;R&quot; lädt erreut die Hires-Textures aus dem Texturpaket. &quot;D&quot; Texturbearbeitungsmodus aktivieren / deaktivieren.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1338"/>
<location filename="configDialog.ui" line="1412"/>
<source>Texture dumping/editing mode</source>
<translation>Textur-Bearbeitungs-Modus</translation>
</message>
<message>
<location filename="configDialog.ui" line="1355"/>
<location filename="configDialog.ui" line="1394"/>
<location filename="configDialog.ui" line="1407"/>
<location filename="configDialog.ui" line="1783"/>
<source>On screen display</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1795"/>
<source>Font parameters</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1809"/>
<location filename="configDialog.ui" line="1822"/>
<location filename="configDialog.ui" line="1889"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Select color of text messages.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Wähle die Farbe für die Text-Nachrichten.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1358"/>
<location filename="configDialog.ui" line="1838"/>
<location filename="configDialog.ui" line="1854"/>
<location filename="configDialog.ui" line="1870"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Select font and font size for on screen text messages.&lt;br/&gt;Warning: not all fonts installed in your system can be used. If you do not see OSD messages, switch back to default font.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1892"/>
<source>Message color:</source>
<translation>Farbe:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1371"/>
<location filename="configDialog.ui" line="1381"/>
<location filename="configDialog.ui" line="1423"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Select font and font size for text messages, displayed during texture cache or texture pack save/load.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Wähle Schrift &amp; Schriftgröße für die Text-Nachrichten, während des Texture-Cachings oder während des speicherns / ladens des Texturpakets zu sehen.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
<translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Wähle Schrift &amp; Schriftgröße für die Text-Nachrichten, während des Texture-Cachings oder während des speicherns / ladens des Texturpakets zu sehen.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1374"/>
<location filename="configDialog.ui" line="1857"/>
<source>Message font:</source>
<translation>Schriftart:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1384"/>
<location filename="configDialog.ui" line="1873"/>
<source>Arial</source>
<translation>Arial</translation>
</message>
<message>
<location filename="configDialog.ui" line="1397"/>
<location filename="configDialog.ui" line="1812"/>
<source>Green</source>
<translation>Grün</translation>
</message>
<message>
<location filename="configDialog.ui" line="1410"/>
<location filename="configDialog.ui" line="1825"/>
<source>Pick</source>
<translation>Auswählen</translation>
</message>
<message>
<location filename="configDialog.ui" line="1426"/>
<location filename="configDialog.ui" line="1841"/>
<source>Select</source>
<translation>Auswählen</translation>
</message>
<message>
<location filename="configDialog.ui" line="1439"/>
<location filename="configDialog.ui" line="1455"/>
<location filename="configDialog.ui" line="1468"/>
<location filename="configDialog.ui" line="1427"/>
<location filename="configDialog.ui" line="1450"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Select path to folder with HD textures packs.&lt;br/&gt;Default: Plugin/hires_texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Wähle den Pfad zum Ordner mit dem Texturpaket.&lt;br/&gt;Voreinstellung: Plugin/hires_texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1442"/>
<location filename="configDialog.ui" line="134"/>
<location filename="configDialog.ui" line="147"/>
<location filename="configDialog.ui" line="174"/>
<location filename="configDialog.ui" line="187"/>
<location filename="configDialog.ui" line="200"/>
<location filename="configDialog.ui" line="213"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Crop image:&lt;/span&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;This option allows user to crop black boarders from resulted image. It has two modes:&lt;br/&gt;&lt;br/&gt;* Auto - plugin sets crop automatically using game&apos;s frame scissor.&lt;/p&gt;&lt;p&gt;* Custom - crop using user defined vaules. User should set number of pixels to crop from original native-res image.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="140"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Crop image&lt;span style=&quot; vertical-align:super;&quot;&gt;*:&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="154"/>
<source>Disable</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="159"/>
<source>Auto</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="164"/>
<source>Custom</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1430"/>
<source>Texture pack path:</source>
<translation>Pfad für Texturpakete:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1471"/>
<location filename="configDialog.ui" line="1453"/>
<source>Choose</source>
<translation>Auswählen</translation>
</message>
<message>
<location filename="configDialog.ui" line="1485"/>
<location filename="configDialog.ui" line="1465"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Force 16bpp textures:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;The color of the textures will be reduced to 16bpp.This is space saver and performance enhancer. This halves the space used on the texture cache and the GFX hardware&apos;s texture RAM. Color reduction is done so that the original quality is preserved as much as possible. Depending on the texture, this usually is hardly noticeable. Sometimes though, it can be: skies are a good example.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;off&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;16bpp-Texturen erzwingen:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Die Farbe der Texturen werden auf 16bpp reduziert. Dadurch spart man Speicher &amp; die Performance wird gesteigert. Das halbiert den genutzten Speicher im Textur-Cache &amp; den Grafikkarten-Textur-RAM. Farbreduzierung wurde soweit ausgeführt, dass die höchstmögliche Qualität beibehalten wird. Abhängig von der Textur ist es kaum feststellbar. Manchmal jedoch erkennt man es sehr gut. Himmel sind ein gutes Beispiel.&lt;/p&gt;&lt;p&gt;[Empfehlung: Deaktiviert]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1488"/>
<location filename="configDialog.ui" line="1468"/>
<source>Force 16bpp textures</source>
<translation>16bpp-Texturen erzwingen</translation>
</message>
<message>
<location filename="configDialog.ui" line="1495"/>
<location filename="configDialog.ui" line="1475"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Compress texture cache:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Memory will be compressed so that more textures can be held in the texture cache. The compression ratio varies with each texture, but 1/5 of the original size would be a modest approximation. They will be decompressed on-the-fly, before being downloaded to the gfx hardware.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;on&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Textur-Cache komprimieren:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Der Speicher wird komprimiert, damit mehr Texturen in den Texture-Cache passen. Die Kompressions-Rate variiert mit jeder Textur aber schätzungsweise wird 1/5 der Original-Größe erreicht. Die Texturen werden nebenbei dekomprimiert &amp; dann in den Grafikspeicher geladen.&lt;/p&gt;&lt;p&gt;[Empfehlung: Aktiviert]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1498"/>
<location filename="configDialog.ui" line="1478"/>
<source>Compress texture cache</source>
<translation>Textur-Cache komprimieren</translation>
</message>
<message>
<location filename="configDialog.ui" line="1505"/>
<location filename="configDialog.ui" line="1485"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Save texture cache to HD:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;For enhanced textures cache: This will save all previously loaded and enhanced textures to HD. So upon next game launch, all the textures will be instantly loaded, resulting in smoother performance.&lt;/p&gt;&lt;p&gt;For high-resolution textures cache: After creation, loading hi-res texture will take only a few seconds upon game launch, as opposed to the 5 -60 seconds a pack can take to load without this cache file. The only downside here is upon any changes to the pack, the cache file will need to be manually deleted.&lt;/p&gt;&lt;p&gt;Saved cache files go into a folder called &lt;span style=&quot; font-weight:600;&quot;&gt;Cache&lt;/span&gt; within the Plugins folder.&lt;/p&gt;&lt;p&gt;[Highly Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;on&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Speichere Textur-Cache auf der Festplatte:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Für den verbesserten Texture-Cache: Alle zuvor geladenen &amp; verbesserten Texturen werden auf der Festplatte gespeichert. Beim nächste Spielstart werden die Texturen fast sofort geladen, was sich an einer geschmeidigeren Performance bemerkbar macht.&lt;/p&gt;&lt;p&gt;Für den Hires-Texture-Cache: Nach der Erstellung werden die Hires-Texturen innerhal weniger Sekunden beim Spielstart geladen, im Gegensatz dazu wird ein Texturpaket ohne die Cache-Datei erst in 5 - 60 Sekunden geladen. Das einzig Schlechte daran ist, dass man bei jeder Veränderung des Texturpakets die Cache-Datei manuell löschen muss.&lt;/p&gt;&lt;p&gt;Cache-Dateien werden in einem Ordner namens &quot;Cache&quot; im Plugin Ordner gespeichert.&lt;/p&gt;&lt;p&gt;[Starke Empfehlung: Aktiviert]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1508"/>
<location filename="configDialog.ui" line="1488"/>
<source>Save texture cache to hard disk</source>
<translation>Speichere Textur-Cache auf der Festplatte</translation>
</message>
<message>
<location filename="configDialog.ui" line="1522"/>
<location filename="configDialog.ui" line="1512"/>
<source>Post filters</source>
<translation>Filter</translation>
</message>
<message>
<location filename="configDialog.ui" line="1528"/>
<location filename="configDialog.ui" line="1518"/>
<source>Bloom</source>
<translation>Bloom</translation>
</message>
<message>
<location filename="configDialog.ui" line="1542"/>
<location filename="configDialog.ui" line="1532"/>
<source>Bloom blend mode:</source>
<translation>Bloom-Blend-Modus:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1549"/>
<location filename="configDialog.ui" line="1539"/>
<source>Strong</source>
<translation>Stark</translation>
</message>
<message>
<location filename="configDialog.ui" line="1559"/>
<location filename="configDialog.ui" line="1549"/>
<source>Mild</source>
<translation>Mild</translation>
</message>
<message>
<location filename="configDialog.ui" line="1569"/>
<location filename="configDialog.ui" line="1559"/>
<source>Light</source>
<translation>Leicht</translation>
</message>
<message>
<location filename="configDialog.ui" line="1602"/>
<location filename="configDialog.ui" line="1592"/>
<source>Blur amount:</source>
<translation>Unschärfe Menge:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1628"/>
<location filename="configDialog.ui" line="1618"/>
<source>Threshold level:</source>
<translation>Toleranz:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1635"/>
<location filename="configDialog.ui" line="1625"/>
<source>Blur strength:</source>
<translation>Unschärfe Stärke:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1661"/>
<location filename="configDialog.ui" line="1668"/>
<location filename="configDialog.ui" line="1681"/>
<location filename="configDialog.ui" line="1651"/>
<location filename="configDialog.ui" line="1658"/>
<location filename="configDialog.ui" line="1671"/>
<source> 0</source>
<translation> 0</translation>
</message>

View File

@ -648,35 +648,35 @@ p, li { white-space: pre-wrap; }
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<location filename="configDialog.ui" line="119"/>
<location filename="configDialog.ui" line="139"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Resolution:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;This option selects resolution for windowed mode. You also may select &lt;span style=&quot; font-style:italic;&quot;&gt;custom&lt;/span&gt; and enter necessary window sizes.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;640x480, 800x600, 1024x768&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<oldsource>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Resolution:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;This option selects resolution for windowed mode.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;640x480, 800x600, 1024x768&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</oldsource>
<translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Resolución:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Selecciona la resolución para el modo de ventana.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;640x480, 800x600, 1024x768&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="73"/>
<location filename="configDialog.ui" line="80"/>
<source>Windowed resolution:</source>
<translation>Resolución en ventana:</translation>
</message>
<message>
<location filename="configDialog.ui" line="83"/>
<source>Refresh rate:</source>
<translation>Frecuencia de actualización:</translation>
<translation type="vanished">Frecuencia de actualización:</translation>
</message>
<message>
<location filename="configDialog.ui" line="93"/>
<source>Resolution:</source>
<translation>Resolución:</translation>
<translation type="vanished">Resolución:</translation>
</message>
<message>
<location filename="configDialog.ui" line="112"/>
<location filename="configDialog.ui" line="92"/>
<location filename="configDialog.ui" line="180"/>
<source>W:</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="132"/>
<location filename="configDialog.ui" line="112"/>
<location filename="configDialog.ui" line="206"/>
<source>H:</source>
<translation type="unfinished"></translation>
</message>
@ -685,45 +685,45 @@ p, li { white-space: pre-wrap; }
<translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Proporción de aspecto de salida:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;La mayoría de juegos de N64 utilizan la proporción 4:3, pero algunos también son compatibles con el formato panorámico. Puedes seleccionar aquí la proporción correcta y seleccionar el modo panorámico dentro de los ajustes del juego. En el modo &lt;span style=&quot; font-weight:600;&quot;&gt;&quot;Estirar&quot;&lt;/span&gt; la imagen se estirará por toda la pantalla, el resto de modos podrían añadir bordes negros si es necesario.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="161"/>
<location filename="configDialog.ui" line="235"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Aspect&lt;span style=&quot; vertical-align:super;&quot;&gt;*&lt;/span&gt;:&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Proporción&lt;span style=&quot; vertical-align:super;&quot;&gt;*&lt;/span&gt;:&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="171"/>
<location filename="configDialog.ui" line="245"/>
<source>Stretch</source>
<translation>Estirar</translation>
</message>
<message>
<location filename="configDialog.ui" line="184"/>
<location filename="configDialog.ui" line="258"/>
<source>4:3</source>
<translation>4:3</translation>
</message>
<message>
<location filename="configDialog.ui" line="197"/>
<location filename="configDialog.ui" line="271"/>
<source>16:9</source>
<translation>16:9</translation>
</message>
<message>
<location filename="configDialog.ui" line="210"/>
<location filename="configDialog.ui" line="284"/>
<source>Adjust</source>
<translation>Ajustar</translation>
</message>
<message>
<location filename="configDialog.ui" line="226"/>
<location filename="configDialog.ui" line="238"/>
<location filename="configDialog.ui" line="265"/>
<location filename="configDialog.ui" line="275"/>
<location filename="configDialog.ui" line="300"/>
<location filename="configDialog.ui" line="312"/>
<location filename="configDialog.ui" line="339"/>
<location filename="configDialog.ui" line="349"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Render at constant factor of native resolution.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;If frame buffer emulation enabled and factor is not zero, internal frame buffer size will be that factor of native N64 resolution. The buffer will be scaled to screen resolution when rendered to screen. If factor is zero (default), internal buffer size is equal to screen size. If factor is 1, the game will be rendered in native resolution and then up-scaled to screen resolution.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="229"/>
<location filename="configDialog.ui" line="303"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Render at constant factor of native resolution&lt;span style=&quot; vertical-align:super;&quot;&gt;*&lt;/span&gt;:&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="293"/>
<location filename="configDialog.ui" line="367"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Anti-aliasing&lt;span style=&quot; vertical-align:super;&quot;&gt;*&lt;/span&gt;:&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Anti-aliasing&lt;span style=&quot; vertical-align:super;&quot;&gt;*&lt;/span&gt;:&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
@ -736,105 +736,105 @@ p, li { white-space: pre-wrap; }
<translation type="vanished">X</translation>
</message>
<message>
<location filename="configDialog.ui" line="349"/>
<location filename="configDialog.ui" line="423"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;*requires frame buffer emulation enabled &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;*Necesita activar la emulación del frame buffer&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="397"/>
<location filename="configDialog.ui" line="471"/>
<source>Anisotropic filtering:</source>
<translation>Filtro anisotrópico:</translation>
</message>
<message>
<location filename="configDialog.ui" line="457"/>
<location filename="configDialog.ui" line="467"/>
<location filename="configDialog.ui" line="480"/>
<location filename="configDialog.ui" line="531"/>
<location filename="configDialog.ui" line="541"/>
<location filename="configDialog.ui" line="554"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Bilinear filtering:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;[standard] - standard texture filtering provided by PC hardware.&lt;/p&gt;&lt;p&gt;[N64 3point]- emulation of 3 point texture filtering used by the original hardware. Provides less smooth but more authentic look.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Filtrado bilineal de texturas:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;[Estándar] - Filtrado bilineal estándar generado por el hardware de tu equipo.&lt;/p&gt;&lt;p&gt;[Tripunto N64]- Emulación del filtrado de texturas tripunto utilizado por el hardware original. El aspecto será menos suave, pero más auténtico.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="460"/>
<location filename="configDialog.ui" line="534"/>
<source>Texture bilinear filtering:</source>
<translation>Filtrado bilineal de texturas:</translation>
</message>
<message>
<location filename="configDialog.ui" line="470"/>
<location filename="configDialog.ui" line="544"/>
<source>standard</source>
<translation>Estándar</translation>
</message>
<message>
<location filename="configDialog.ui" line="483"/>
<location filename="configDialog.ui" line="557"/>
<source>N64 3point</source>
<translation>Tripunto N64</translation>
</message>
<message>
<location filename="configDialog.ui" line="503"/>
<location filename="configDialog.ui" line="577"/>
<source>Texture cache size:</source>
<translation>Tamaño de caché de texturas:</translation>
</message>
<message>
<location filename="configDialog.ui" line="529"/>
<location filename="configDialog.ui" line="1267"/>
<location filename="configDialog.ui" line="603"/>
<location filename="configDialog.ui" line="1341"/>
<source>MB</source>
<translation>MB</translation>
</message>
<message>
<location filename="configDialog.ui" line="579"/>
<location filename="configDialog.ui" line="653"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Select a format, in which screen shots will be saved&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selecciona el formato en el que se guardarán las capturas de pantalla.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="582"/>
<location filename="configDialog.ui" line="656"/>
<source>Screenshots format:</source>
<translation>Formato de capturas de pantalla:</translation>
</message>
<message>
<location filename="configDialog.ui" line="589"/>
<location filename="configDialog.ui" line="663"/>
<source>bmp</source>
<translation>bmp</translation>
</message>
<message>
<location filename="configDialog.ui" line="599"/>
<location filename="configDialog.ui" line="673"/>
<source>jpeg</source>
<translation>jpeg</translation>
</message>
<message>
<location filename="configDialog.ui" line="655"/>
<location filename="configDialog.ui" line="729"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Language select:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Press the button to invoke language selection dialog. Selected language will be activated after restart of the configuration dialog.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Selección de idioma:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Pulsa el botón para mostrar la ventana de selección de idioma. El idioma seleccionado se activará cuando vuelvas a abrir la ventana de configuración.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="658"/>
<location filename="configDialog.ui" line="732"/>
<source>Language:</source>
<translation>Idioma:</translation>
</message>
<message>
<location filename="configDialog.ui" line="682"/>
<location filename="configDialog.ui" line="756"/>
<source>Emulation</source>
<translation>Emulación</translation>
</message>
<message>
<location filename="configDialog.ui" line="688"/>
<location filename="configDialog.ui" line="762"/>
<source>General settings</source>
<translation>Configuración general</translation>
</message>
<message>
<location filename="configDialog.ui" line="694"/>
<location filename="configDialog.ui" line="768"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Enable mip-mapping emulation:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;N64 uses special mechanism for mip-mapping, which is hard to reproduce correctly on PC hardware. This option enables shaders based emulation of that feature.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;on&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Emular mip-mapping:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;La N64 utiliza un mecanismo especial para el mip-mapping que es difícil de reproducir correctamente en otros hardwares. Esta opción activa una emulación basada en shaders de esta característica.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Activado&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="697"/>
<location filename="configDialog.ui" line="771"/>
<source>Emulate mip-mapping</source>
<translation>Emular mip-mapping</translation>
</message>
<message>
<location filename="configDialog.ui" line="704"/>
<location filename="configDialog.ui" line="778"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Emulate noise&lt;/span&gt;:&lt;/p&gt;&lt;p&gt;Enable emulation of various effects, which use random color input.&lt;/p&gt;&lt;p&gt;May cause slowdown in rare cases.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;on&lt;/span&gt;]&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="707"/>
<location filename="configDialog.ui" line="781"/>
<source>Emulate noise</source>
<translation>Emular ruido</translation>
</message>
@ -851,267 +851,346 @@ p, li { white-space: pre-wrap; }
<translation type="vanished">Activar iluminación por hardware</translation>
</message>
<message>
<location filename="configDialog.ui" line="724"/>
<location filename="configDialog.ui" line="798"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Shaders storage:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Use persistent storage for compiled shader programs.&lt;br/&gt;&lt;/p&gt;&lt;p&gt;Each game uses set of combiners. Combiner is an equation, which defines how to build output color from various color inputs. The plugin translates combiners to &lt;a href=&quot;https://www.opengl.org/wiki/Shader&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#0000ff;&quot;&gt;shaders&lt;/span&gt;&lt;/a&gt;. Shader compiler builds programs from them on fly. Shaders are large and complex. If new scene uses several new combiners, compilation of new shaders will take time and you will notice that as some stuttering. If you have shader storage enabled, all shaders will be compiled only once. Next time you run the game, plugin will not spend time on compilation of shaders, which you already met.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;on&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Guardado de shaders:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Guarda de forma persistente los programas de shaders compilados.&lt;br/&gt;&lt;/p&gt;&lt;p&gt;Cada juego utiliza un conjunto de combinadores. Un combinador es una ecuación que define el color que se muestra a partir de varios colores de la imagen original. El plugin traduce los combinadores a un &lt;a href=&quot;https://www.opengl.org/wiki/Shader&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#0000ff;&quot;&gt;shader&lt;/span&gt;&lt;/a&gt;. El compilador de shaders crea un programa al momento. Los shaders ocupan mucho espacio y son complejos. Si una escena nueva utiliza varios combinadores nuevos, se tardará más en compilar un shader nuevo y eso puede provocar trompicones. Si activas el guardado de shaders, todos los shaders se compilarán sólo una vez. La próxima vez que ejecutes el juego, el plugin no perderá tiempo compilando shaders porque ya estarán compilados.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Activado&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="727"/>
<location filename="configDialog.ui" line="801"/>
<source>Enable shaders storage</source>
<translation>Activar guardado de shaders</translation>
</message>
<message>
<location filename="configDialog.ui" line="734"/>
<location filename="configDialog.ui" line="808"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Custom game settings:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Ini file may contain custom settings for particular game. These settings provide optimal performance for the game. Custom settings will override user&apos;s settings when this option is enabled. Disable to ignore custom settings.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;on&lt;/span&gt;]&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Ajustes personalizados por juego:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;El archivo ini podría contener ajustes personalizados para juegos concretos. Estos ajustes permiten un rendimiento óptimo del juego. Los ajustes personalizados omitirán los ajustes del usuario al activar esta opción. Desactívala para ignorar los ajutes personalizados.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Activado&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="737"/>
<location filename="configDialog.ui" line="811"/>
<source>Use custom per-game settings</source>
<translation>Utilizar ajustes personalizados por juego</translation>
</message>
<message>
<location filename="configDialog.ui" line="759"/>
<location filename="configDialog.ui" line="833"/>
<source>2D Fixes</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="780"/>
<location filename="configDialog.ui" line="800"/>
<location filename="configDialog.ui" line="813"/>
<location filename="configDialog.ui" line="854"/>
<location filename="configDialog.ui" line="874"/>
<location filename="configDialog.ui" line="887"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Fix black lines between texrect:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Most games draw 2D backgrounds using texrect command. Texrect stands for textured rectangle. In some games, texrects coordinates not aligned: there is half-pixel split between adjacent texrects. It is not visible in native resolution, but resulted as black lines when image upscaled. This option enables texrect coordinates correction to avoid black lines issue.&lt;/p&gt;&lt;p&gt;* disable - do not correct texrect coordinates&lt;/p&gt;&lt;p&gt;* smart - apply correction only for polygons, which need it. Use it for games, which have black lines issue.&lt;/p&gt;&lt;p&gt;* force - apply correction for all texrects. Use it when &lt;span style=&quot; font-style:italic;&quot;&gt;smart&lt;/span&gt; does not help.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;game dependant, mostly off&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="783"/>
<location filename="configDialog.ui" line="857"/>
<source>Fix black lines between texrects</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="803"/>
<location filename="configDialog.ui" line="877"/>
<source>smart</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="816"/>
<location filename="configDialog.ui" line="890"/>
<source>force</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="828"/>
<location filename="configDialog.ui" line="902"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Render texrects in native resolution:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Most games draw 2D backgrounds and other 2D graphics using texrect command. Texrect stands for textured rectangle. 2D images represented by texrects often look distorted and unaligned in high resolution because of texture filtering. When this option is on, plugin renders texrects in native resolution and then copies the result to main buffer. Rendering in native resolution eliminates issues with 2D, but hardware load increases noticably.&lt;/p&gt;&lt;p&gt;Note: this option uses heuristics to detect adjucent texrects. The heuristics do not work for some games.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;mostly on, if your hardware can handle it&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="831"/>
<location filename="configDialog.ui" line="905"/>
<source>Render texrects in native resolution</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="841"/>
<location filename="configDialog.ui" line="915"/>
<source>Emulate frame buffer</source>
<translation>Emular frame buffer</translation>
</message>
<message>
<location filename="configDialog.ui" line="874"/>
<location filename="configDialog.ui" line="948"/>
<source>General options</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="901"/>
<location filename="configDialog.ui" line="911"/>
<location filename="configDialog.ui" line="975"/>
<location filename="configDialog.ui" line="985"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Buffer swap mode:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;With this option you may control how often plugin will update main frame buffer. There are three modes:&lt;/p&gt;&lt;p&gt;* on Vertical Interrupt. Number of buffer updates will be equal to Vertical Interrupts per Second (VI/s). VI/s is 50 for PAL and 60 for NTSC games. This is most compatible option. Use it if your system can handle it.&lt;/p&gt;&lt;p&gt;* on Video Interface origin change. The origin change means that game switched to another color buffer and buffers swap needed. This mode corresponds to Frames Per Seconds (FPS). FPS is between 20 and 30 for most games, thus buffers swap less often than in the first mode. This mode works well if game uses double or triple buffering. If game uses single buffer (very rare case), it does not work.&lt;/p&gt;&lt;p&gt;* on color image change. Buffers will swap only if frame buffer is actually modified. This mode is optimal for performance because it eliminates empty swaps. However, there are rare cases, where it does not work.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Tipo de cambio de búfer:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Con esta opción puedes controlar la frecuencia con la que el plugin actualizará el frame buffer principal. Hay tres formas:&lt;/p&gt;&lt;p&gt;* Por interrupción vertical. El número de actualizaciones del buffer será igual al número de Interrupciones Verticales por Segundo (VI/s). El VI/s es 50 en juegos PAL y 60 en juegos NTSC. Esta es la opción más compatible. Utilízala su tu equipo puede ejecutarla.&lt;/p&gt;&lt;p&gt;* Por cambio en el origen de la interfaz de vídeo. El cambio en el origen quiere decir que el juego ha cambiado a otro búfer de color y que hace falta cambiar el búfer. Este modo se corresponde a los Fotogramas por Segundo (FPS). Los FPS son entre 20 y 30 para la mayoría de los juegos, así que se cambia menos el búfer que con el primer modo. Este modo funciona bien si el juego utiliza doble o triple buffering. Si el juego utiliza un búfer simple (casos muy raros), no funcionará.&lt;/p&gt;&lt;p&gt;* Por cambio en el color de la imagen. Los búfers sólo cambiarán si se modifica el frame buffer. Este modo es ideal para mejorar el rendimiento porque elimina los cambios en vacio. Pero hay casos muy raros en los que no funcionará.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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<message>
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<location filename="configDialog.ui" line="978"/>
<source>Buffer swap mode:</source>
<translation>Tipo de cambio de búfer:</translation>
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<message>
<location filename="configDialog.ui" line="915"/>
<location filename="configDialog.ui" line="989"/>
<source>On Vertical Interrupt</source>
<translation>Interrupción vertical</translation>
</message>
<message>
<location filename="configDialog.ui" line="920"/>
<location filename="configDialog.ui" line="994"/>
<source>On VI origin change</source>
<translation>Cambio en origen de vídeo</translation>
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<message>
<location filename="configDialog.ui" line="925"/>
<location filename="configDialog.ui" line="999"/>
<source>On color buffer change</source>
<translation>Cambio en color del búfer</translation>
</message>
<message>
<location filename="configDialog.ui" line="948"/>
<location filename="configDialog.ui" line="1022"/>
<source>Copy auxiliary color buffers to RDRAM</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="970"/>
<location filename="configDialog.ui" line="1044"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If emulator supports &lt;span style=&quot; font-style:italic;&quot;&gt;FBInfo&lt;/span&gt; API extension, plugin will rely on its help to read/write buffers only when game needs them.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="973"/>
<location filename="configDialog.ui" line="1047"/>
<source>Buffers read/write with emulator help</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="992"/>
<location filename="configDialog.ui" line="1066"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Do not use emulator help:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Depending on emulator, frame buffer usage notification may work imperfect and some frame buffer effects will not work. You may disable emulator help and force buffers copy.&lt;/p&gt;&lt;p&gt;[Recommended: off]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="995"/>
<location filename="configDialog.ui" line="1069"/>
<source>Do not use emulator help</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1004"/>
<location filename="configDialog.ui" line="1078"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Read color buffer by chunks:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;When enabled, color bufer will be read by 4kb chunks. Otherwise the buffer will be read as whole. Read of one chunk is much faster than read of the whole buffer, but if game needs to read the whole buffer, read it by chunks will be slow.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;mostly off, because color buffer usually read as whole&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1007"/>
<location filename="configDialog.ui" line="1081"/>
<source>Read color buffer by chunks</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1014"/>
<location filename="configDialog.ui" line="1088"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Read depth buffer by chunks:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;When enabled, depth bufer will be read by 4kb chunks. Otherwise the buffer will be read as whole. Read of one chunk is much faster than read of the whole buffer, but if game needs to read the whole buffer, read it by chunks will be slow.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;on, because depth buffer seldom read as whole&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1017"/>
<location filename="configDialog.ui" line="1091"/>
<source>Read depth buffer by chunks</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1035"/>
<location filename="configDialog.ui" line="1109"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If emulator does not support &lt;span style=&quot; font-style:italic;&quot;&gt;FBInfo&lt;/span&gt; API extension, plugin have to read/write buffers each frame to emulate &lt;span style=&quot; font-style:italic;&quot;&gt;some&lt;/span&gt; frame buffer based effects. It can be slow and also can cause glitches or even crashes. Enable these options only for games, which really need them.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1038"/>
<location filename="configDialog.ui" line="1112"/>
<source>Buffers read/write without emulator help</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1056"/>
<location filename="configDialog.ui" line="1066"/>
<location filename="configDialog.ui" line="1079"/>
<location filename="configDialog.ui" line="1092"/>
<location filename="configDialog.ui" line="1130"/>
<location filename="configDialog.ui" line="1140"/>
<location filename="configDialog.ui" line="1153"/>
<location filename="configDialog.ui" line="1166"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Copy color buffer to RDRAM:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;In some games plugin can&apos;t detect frame buffer usage. In such cases you need to enable this option to see frame buffer effects. Every drawn frame will be read from video card and copied into RDRAM area.&lt;/p&gt;&lt;p&gt;* disable - do not copy buffer&lt;/p&gt;&lt;p&gt;* sync - copy buffer in sync mode. Can be slow, but works for all games&lt;/p&gt;&lt;p&gt;* async - copy buffer in async mode. Can be up to 10 times faster than sync mode, but is incompatible with some games.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;mostly async (sync needed only for a few games)&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Copiar búfer de color a RDRAM:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;El plugin no podrá detectar el uso del frame buffer en algunos juegos. En tal caso, tendrás que activar esta opción para ver los efectos del frame buffer. Se leerán todos los fotogramas representados en la tarjeta gráfica y se copiarán a la zona de la RDRAM.&lt;/p&gt;&lt;p&gt;* Desactivar: No copiar el bufer.&lt;/p&gt;&lt;p&gt;* Síncrono: Copia el búfer en el modo síncrono. Puede ser lento, pero funcionará con todos los juegos.&lt;/p&gt;&lt;p&gt;* Asíncrono: Copia el búfer en el modo asíncrono. Puede llegar a ser diez veces más rápido que el modo síncrono, pero es incompatible con algunos juegos.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Casi siempre asíncrono (El modo síncrono sólo es necesario para algunos juegos)&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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<message>
<location filename="configDialog.ui" line="1109"/>
<location filename="configDialog.ui" line="1119"/>
<location filename="configDialog.ui" line="1132"/>
<location filename="configDialog.ui" line="1145"/>
<location filename="configDialog.ui" line="1183"/>
<location filename="configDialog.ui" line="1193"/>
<location filename="configDialog.ui" line="1206"/>
<location filename="configDialog.ui" line="1219"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Copy depth buffer to RDRAM:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;This option is required for correct emulation of depth buffer based effects, e.g. coronas.&lt;/p&gt;&lt;p&gt;* disable - do not copy buffer&lt;/p&gt;&lt;p&gt;* from VRAM - Content of video card&apos;s depth buffer is copied into RDRAM area each frame. Can be slow on some games.&lt;/p&gt;&lt;p&gt;* software render - use software rendering. Generally faster than copy from video memory, but the result can be imperfect.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;software render&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1135"/>
<location filename="configDialog.ui" line="1209"/>
<source>from VRAM</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1148"/>
<location filename="configDialog.ui" line="1222"/>
<source>software</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1281"/>
<location filename="configDialog.ui" line="1355"/>
<source>Decrease color banding</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1699"/>
<location filename="configDialog.ui" line="1689"/>
<source>Gamma correction</source>
<translation>Corrección gamma</translation>
</message>
<message>
<location filename="configDialog.ui" line="1705"/>
<location filename="configDialog.ui" line="1695"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Gamma correction.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Some N64 games use gamma correction. Gamma correction makes image brighter. N64 applies gamma correction in its Video Interface. &lt;/p&gt;&lt;p&gt;GLideN64 emulates gamma correction as post-processing effect. That is, it works only when frame buffer emulation enabled. Gamma correction enabled automatically for games, which use it on real N64. You may force gamma correction for all games and increase default level of gamma correction.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;use defaults&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Corrección gamma.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Algunos juegos de N64 utilizan la corrección gamma, que hace que la imagen sea más brillante. La N64 aplica la corrección gamma a su interfaz de video. &lt;/p&gt;&lt;p&gt;GLideN64 emula la corrección gamma como un efecto de posprocesado. Es decir, sólo funciona si se utiliza la emulación del frame buffer. La corrección gamma se activa automáticamente en los juegos que la utilizan en una N64 real. Puedes forzar la corrección gamma en todos los juegos y aumentar el nivel predeterminado de la misma.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Utilizar el valor predeterminado&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1708"/>
<location filename="configDialog.ui" line="1698"/>
<source>Force gamma correction</source>
<translation>Forzar corrección gamma</translation>
</message>
<message>
<location filename="configDialog.ui" line="1726"/>
<location filename="configDialog.ui" line="1742"/>
<location filename="configDialog.ui" line="1716"/>
<location filename="configDialog.ui" line="1732"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Gamma correction.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Some N64 games use gamma correction. Gamma correction makes image brighter. N64 applies gamma correction in its Video Interface. &lt;/p&gt;&lt;p&gt;GLideN64 emulates gamma correction as post-processing effect. That is, it works only when frame buffer emulation enabled. Gamma correction enabled automatically for games, which use it on real N64. You may force gamma correction for all games. Default level of gamma correction is 2, as on N64.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;use defaults&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Corrección gamma.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Algunos juegos de N64 utilizan la corrección gamma, que hace que la imagen sea más brillante. La N64 aplica la corrección gamma a su interfaz de video. &lt;/p&gt;&lt;p&gt;GLideN64 emula la corrección gamma como un efecto de posprocesado. Es decir, sólo funciona si se utiliza la emulación del frame buffer. La corrección gamma se activa automáticamente en los juegos que la utilizan en una N64 real. Puedes forzar la corrección gamma en todos los juegos. El nivel predeterminado de corrección es 2, como en una N64 real.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Utilizar el valor predeterminado&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
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<location filename="configDialog.ui" line="1719"/>
<source>Gamma correction level:</source>
<translation>Nivel de corrección gamma:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1904"/>
<source>Performance counters</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1910"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Show &lt;span style=&quot; font-weight:600;&quot;&gt;Frames Per Second&lt;/span&gt; counter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1913"/>
<source>FPS</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1920"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Show &lt;span style=&quot; font-weight:600;&quot;&gt;Video Interrupts per second&lt;/span&gt; counter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1923"/>
<source>VI/S</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1930"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Show &lt;span style=&quot; font-weight:600;&quot;&gt;Performance in percents&lt;/span&gt; counter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1933"/>
<source>%</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1942"/>
<location filename="configDialog.ui" line="1962"/>
<location filename="configDialog.ui" line="1988"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Counters displayed in a corner of the screen. Select left or right corner.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1945"/>
<source>Horisontal position:</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1952"/>
<location filename="configDialog.ui" line="1975"/>
<location filename="configDialog.ui" line="2001"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Counters displayed in a corner of the screen. Select top or bottom corner.&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1955"/>
<source>Vertical position:</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1965"/>
<source>left</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1978"/>
<source>top</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1991"/>
<source>right</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="2004"/>
<source>bottom</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Copy frame buffer to RDRAM:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;In some games plugin can&apos;t detect frame buffer usage. In such cases you need to enable this option to see frame buffer effects. Every drawn frame will be read from video card and copied into RDRAM area.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;mostly off (needed only for a few games)&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Copiar frame buffer a RDRAM:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;El plugin no podrá detectar el uso del frame buffer en algunos juegos. En tal caso, tendrás que activar esta opción para ver los efectos del frame buffer. Se leerán todos los fotogramas representados en la tarjeta gráfica y se copiarán a la zona de la RDRAM.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Generalmente desactivado (solo lo necesitan algunos juegos)&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1059"/>
<location filename="configDialog.ui" line="1133"/>
<source>Copy frame buffer to RDRAM</source>
<translation>Copiar frame buffer a RDRAM</translation>
</message>
<message>
<location filename="configDialog.ui" line="790"/>
<location filename="configDialog.ui" line="1069"/>
<location filename="configDialog.ui" line="1122"/>
<location filename="configDialog.ui" line="864"/>
<location filename="configDialog.ui" line="1143"/>
<location filename="configDialog.ui" line="1196"/>
<source>disable</source>
<translation>Desactivar</translation>
</message>
<message>
<location filename="configDialog.ui" line="158"/>
<location filename="configDialog.ui" line="168"/>
<location filename="configDialog.ui" line="181"/>
<location filename="configDialog.ui" line="194"/>
<location filename="configDialog.ui" line="207"/>
<location filename="configDialog.ui" line="232"/>
<location filename="configDialog.ui" line="242"/>
<location filename="configDialog.ui" line="255"/>
<location filename="configDialog.ui" line="268"/>
<location filename="configDialog.ui" line="281"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Aspect ratio of the output.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Most N64 games use 4:3 aspect ratio, but some support widescreen too.You may select appropriate aspect here and set widescreen mode in game settings. In &lt;span style=&quot; font-weight:600;&quot;&gt;Stretch&lt;/span&gt; mode the output will be stretched to the entire screen, other modes may add black borders if necessary.&lt;br/&gt;&lt;br/&gt;Special note: &lt;span style=&quot; font-weight:600;&quot;&gt;Adjust&lt;/span&gt; mode is so called &amp;quot;widescreen hack&amp;quot;. In that mode plugin tries to adjust viewport to fully use screen space, but without stretch of geometry. It may run games with native 4:3 aspect in widescreen. Some games look cool in that mode, some does not.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="714"/>
<location filename="configDialog.ui" line="788"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enable hardware lighting:&lt;/p&gt;&lt;p&gt;Normally lighting calculated per vertex. This option enables per-pixel shader based lighting. It results in more smooth and correct shading of 3D objects.&lt;/p&gt;&lt;p&gt;Note: since in LLE mode vertex color calculated outside of graphics plugin, this option is only for HLE.&lt;br/&gt;&lt;br/&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;your preference&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="717"/>
<location filename="configDialog.ui" line="791"/>
<source>Enable hardware lighting (HLE only!)</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="945"/>
<location filename="configDialog.ui" line="1019"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Copy auxiliary color buffers to RDRAM:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;When enabled, auxiliary color buffer copied to RDRAM right after rendering into it is finished. It helps to correctly emulate frame buffer effects in some games.&lt;br/&gt;&lt;/p&gt;&lt;p&gt;Note: this option may noticeably reduce performance.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;mostly off&lt;/span&gt;]&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1082"/>
<location filename="configDialog.ui" line="1156"/>
<source>sync</source>
<translation>Síncrono</translation>
</message>
<message>
<location filename="configDialog.ui" line="1095"/>
<location filename="configDialog.ui" line="1169"/>
<source>async</source>
<translation>Asíncrono</translation>
</message>
<message>
<location filename="configDialog.ui" line="1160"/>
<location filename="configDialog.ui" line="1234"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Render N64 frame buffer as texture:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;When this option is enabled, content of each N64 frame buffer is rendered as texture over the frame, rendered by the plugin. This prevents graphics lost, but may cause slowdowns and various glitches in some games.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;mostly off&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Renderizar frame buffer como textura:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Al activar esta opción el plugin renderizará el contenido de cada frame buffer de N64 como una textura por encima del fotograma. Esto evita una pérdida de gráficos, pero puede provocar ralentizaciones y defectos visuales en algunos juegos.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Generalmente desactivado&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1163"/>
<location filename="configDialog.ui" line="1237"/>
<source>Render frame buffer as texture</source>
<translation>Renderizar frame buffer como textura</translation>
</message>
@ -1128,17 +1207,17 @@ p, li { white-space: pre-wrap; }
<translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Copiar depth buffer a RDRAM:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Esta opción es necesaria para emular correctamente los efectos basados en el depth buffer, por ejemplo, los halos de luz. Los contenidos del depth buffer de la tarjeta gráfica se copiarán en la zona de la RDRAM cada fotograma.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Activado&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1112"/>
<location filename="configDialog.ui" line="1186"/>
<source>Copy depth buffer to RDRAM</source>
<translation>Copiar depth buffer a RDRAM</translation>
</message>
<message>
<location filename="configDialog.ui" line="935"/>
<location filename="configDialog.ui" line="1009"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use shaders to emulate N64 depth compare modes. &lt;span style=&quot; font-weight:600;&quot;&gt;Experimental!&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Utilizar shaders para emular los modos de depth compare de N64. &lt;span style=&quot; font-weight:600;&quot;&gt;¡Experimental!&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="938"/>
<location filename="configDialog.ui" line="1012"/>
<source>Emulate N64 depth compare</source>
<translation>Emular depth compare de N64</translation>
</message>
@ -1159,239 +1238,282 @@ p, li { white-space: pre-wrap; }
<translation type="vanished">Escribir huella en la RDRAM</translation>
</message>
<message>
<location filename="configDialog.ui" line="1177"/>
<location filename="configDialog.ui" line="1251"/>
<source>Textures</source>
<translation>Texturas</translation>
</message>
<message>
<location filename="configDialog.ui" line="1183"/>
<location filename="configDialog.ui" line="1257"/>
<source>Texture enhancement</source>
<translation>Mejora de texturas</translation>
</message>
<message>
<location filename="configDialog.ui" line="1191"/>
<location filename="configDialog.ui" line="1201"/>
<location filename="configDialog.ui" line="1265"/>
<location filename="configDialog.ui" line="1275"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Filter:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Apply a filter to either smooth or sharpen textures.There are 4 different smoothing filters and 2 different sharpening filters. The higher the number, the stronger the effect, i.e. &lt;span style=&quot; font-weight:600;&quot;&gt;Smoothing filter 4&lt;/span&gt; will have a much more noticeable effect than &lt;span style=&quot; font-weight:600;&quot;&gt;Smoothing filter 1&lt;/span&gt;.Be aware that performance may have an impact depending on the game and/or the PC.&lt;/p&gt;&lt;p&gt;[Recommended: your preference]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Filtro de texturas:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Aplica un filtro para suavizar o enfocar texturas. Hay cuatro filtros de suavizado distintos y dos filtros de enfoque distintos. A mayor número, mayor efecto, por ejemplo: el &lt;span style=&quot; font-weight:600;&quot;&gt;filtro de suavizado 4&lt;/span&gt; tendrá un efecto más visible que el &lt;span style=&quot; font-weight:600;&quot;&gt;filtro de suavizado 1&lt;/span&gt;. Ten en cuenta que podría afectar al rendimiento según el juego y/o tu equipo.&lt;/p&gt;&lt;p&gt;[Recomendado: A tu elección]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1194"/>
<location filename="configDialog.ui" line="1268"/>
<source>Filter:</source>
<translation>Filtro:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1208"/>
<location filename="configDialog.ui" line="1218"/>
<location filename="configDialog.ui" line="1282"/>
<location filename="configDialog.ui" line="1292"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Texture enhancement:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;12 different filters are selectable here, each one with a distinctive look.Be aware of possible performance impacts.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;IMPORTANT:&lt;/span&gt; &apos;Store&apos; mode - saves textures in cache &apos;as is&apos;. It can improve performance in games, which load many textures. Disable &apos;Ignore backgrounds&apos; option for better result.&lt;/p&gt;&lt;p&gt;[Recommended: your preference]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Mejora de texturas:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Aquí puedes seleccionar hasta doce filtros distintos, cada uno con un aspecto único. Podrían afectar al rendimiento.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;IMPORTANTE:&lt;/span&gt; El modo &apos;Almacenar&apos; (Store) guarda las texturas en la caché tal cual estén. Puede mejorar el rendimiento de los juegos que carguen muchas texturas. Desactiva la opción &apos;Ignorar fondos&apos; para mejorar los resultados.&lt;/p&gt;&lt;p&gt;[Recomendado: A tu elección]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1211"/>
<location filename="configDialog.ui" line="1285"/>
<source>Enhancement:</source>
<translation>Mejora:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1235"/>
<location filename="configDialog.ui" line="1251"/>
<location filename="configDialog.ui" line="1264"/>
<location filename="configDialog.ui" line="1309"/>
<location filename="configDialog.ui" line="1325"/>
<location filename="configDialog.ui" line="1338"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Texture cache size:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Enhanced and filtered textures can be cached to aid performance. This setting will adjust how much PC memory will be dedicated for texture cache. This helps boost performance if there are subsequent requests for the same texture (usually the case). Normally, 128MB should be more than enough but there is a sweet spot for each game. Super Mario may not need more than 32megs, but Conker streams a lot of textures, so setting 256+ megs can boost performance. Adjust accordingly if you are encountering speed issues. &apos;0&apos; disables cache.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;PC and game dependant&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Tamaño de la caché de texturas:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Las texturas mejoradas y filtradas pueden guardarse en una caché para ayudar a mejorar el rendimiento. Aquí puedes seleccionar cuánta memoria del equipo se dedicará a la caché de texturas. Si hay peticiones repetidas de la misma textura (que suele ocurrir), mejorará el rendimiento. Normalmente deberían bastar 128 MB, pero cada juego tiene su valor ideal. Puede que Super Mario no necesite más de 32 MB, pero Conker trabaja con muchas texturas, así que en este caso podrías mejorar el rendimiento seleccionando más de 256 MB. Cambia este parámetro si tienes problemas de velocidad. &apos;0&apos; desactiva la caché.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;En función del juego y del equipo&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1238"/>
<location filename="configDialog.ui" line="1312"/>
<source>Texture cache:</source>
<translation>Caché de texturas:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1278"/>
<location filename="configDialog.ui" line="1352"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Decrease color banding&lt;/span&gt;:&lt;/p&gt;&lt;p&gt;This option enables pre-processing step, which reduces posterization issues on enhanced textures.&lt;/p&gt;&lt;p&gt;[Recommended:&lt;span style=&quot; font-style:italic;&quot;&gt; on for xBRZ&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1288"/>
<location filename="configDialog.ui" line="1362"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Ignore Backgrounds:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;It is used to skip enhancement for long narrow textures, usually used for backgrounds. This may save texture memory greatly and increase performance.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;on (off for &apos;Store&apos; mode)&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Ignorar fondos:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Se utiliza para omitir las mejoras en texturas largas y estrechas, generalmente utilizadas para los fondos. Esto podría ahorrar una gran cantidad de memoria y mejorar el rendimiento.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Activado (desactivar en modo &apos;Almacenar&apos; (Store))&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1291"/>
<location filename="configDialog.ui" line="1365"/>
<source>Ignore backgrounds</source>
<translation>Ignorar fondos</translation>
</message>
<message>
<location filename="configDialog.ui" line="1303"/>
<location filename="configDialog.ui" line="1377"/>
<source>Use texture pack</source>
<translation>Usar paquete de texturas</translation>
</message>
<message>
<location filename="configDialog.ui" line="1312"/>
<location filename="configDialog.ui" line="1386"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Use Alpha channel fully:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;When this option is off, 16bit rgba textures will be loaded using RiceVideo style - with 1bit for alpha channel. When it is on, GlideHQ will check, how alpha channel is used by the hires texture, and select most appropriate format for it. This gives texture designers freedom to play with alpha, as they need, regardless of format of original N64 texture. For older and badly designed texture packs it can cause unwanted black borders.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;texture pack dependant&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Utilizar todo el canal alfa:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Si desactivas esta opción, las texturas en formato RGBA de 16 bits se cargarán con 1 bit para el canal alfa, según el estilo RiceVideo. Al activar esta opción GlideHQ comprobará el uso del canal alfa en cada textura y seleccionará el formato más adecuado para cada una. Esto da más libertad a los diseñadores de texturas para jugar con las transparencias, sin importar el formato de la textura original de N64. Podría provocar bordes negros indeseados en los paquetes más antiguos o pobremente diseñados.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Según el paquete de texturas&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1315"/>
<location filename="configDialog.ui" line="1389"/>
<source>Use alpha channel fully</source>
<translation>Utilizar todo el canal alfa</translation>
</message>
<message>
<location filename="configDialog.ui" line="1322"/>
<location filename="configDialog.ui" line="1396"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Alternative CRC calculation:&lt;/p&gt;&lt;p&gt;This option enables emulation of a palette CRC calculation bug in RiceVideo.If some textures are not loaded, try to set this option on/off.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;mostly off, on for really old packs&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Cálculo alternativo de CRC:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Esta opción permite emular un fallo en el cálculo del CRC de las paletas de RiceVideo. Si no se cargan algunas texturas, prueba a activar o desactivar esta opción.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Generalmente desactivado, activar para paquetes muy antiguos&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1325"/>
<location filename="configDialog.ui" line="1399"/>
<source>Alternative CRC calculation</source>
<translation>Cálculo alternativo de CRC</translation>
</message>
<message>
<location filename="configDialog.ui" line="1335"/>
<location filename="configDialog.ui" line="1409"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Texture dumping mode:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;In this mode, you have that ability to dump textures on screen to the appropriate folder. You can also reload textures while the game is running to see how they look instantly - big time saver!&lt;/p&gt;&lt;p&gt;Hotkeys: &lt;span style=&quot; font-weight:600;&quot;&gt;R&lt;/span&gt; reloads hires textures from the texture pack - &lt;span style=&quot; font-weight:600;&quot;&gt;D&lt;/span&gt; toggles texture dumps on/off.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Modo de volcado de texturas:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Permite volcar las texturas que aparezcan en pantalla a una carpeta concreta. También puedes recargar las texturas en mitad de una partida para ver su aspecto inmediatamente, lo que ahorra mucho tiempo.&lt;/p&gt;&lt;p&gt;Teclas: &lt;span style=&quot; font-weight:600;&quot;&gt;R&lt;/span&gt; recarga las texturas en alta definición del paquete de texturas; &lt;span style=&quot; font-weight:600;&quot;&gt;D&lt;/span&gt; activa o desactiva el volcado de texturas.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1338"/>
<location filename="configDialog.ui" line="1412"/>
<source>Texture dumping/editing mode</source>
<translation>Modo de volcado/edición de texturas</translation>
</message>
<message>
<location filename="configDialog.ui" line="1355"/>
<location filename="configDialog.ui" line="1394"/>
<location filename="configDialog.ui" line="1407"/>
<location filename="configDialog.ui" line="1783"/>
<source>On screen display</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1795"/>
<source>Font parameters</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1809"/>
<location filename="configDialog.ui" line="1822"/>
<location filename="configDialog.ui" line="1889"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Select color of text messages.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selecciona el color de los mensajes de texto.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1358"/>
<location filename="configDialog.ui" line="1838"/>
<location filename="configDialog.ui" line="1854"/>
<location filename="configDialog.ui" line="1870"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Select font and font size for on screen text messages.&lt;br/&gt;Warning: not all fonts installed in your system can be used. If you do not see OSD messages, switch back to default font.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1892"/>
<source>Message color:</source>
<translation>Color de mensajes:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1371"/>
<location filename="configDialog.ui" line="1381"/>
<location filename="configDialog.ui" line="1423"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Select font and font size for text messages, displayed during texture cache or texture pack save/load.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selecciona el tipo y tamaño de la fuente de mensajes de texto que se mostrarán durante la carga o guardado de cachés o paquetes de texturas.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
<translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selecciona el tipo y tamaño de la fuente de mensajes de texto que se mostrarán durante la carga o guardado de cachés o paquetes de texturas.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1374"/>
<location filename="configDialog.ui" line="1857"/>
<source>Message font:</source>
<translation>Fuente de mensajes:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1384"/>
<location filename="configDialog.ui" line="1873"/>
<source>Arial</source>
<translation>Arial</translation>
</message>
<message>
<location filename="configDialog.ui" line="1397"/>
<location filename="configDialog.ui" line="1812"/>
<source>Green</source>
<translation>Verde</translation>
</message>
<message>
<location filename="configDialog.ui" line="1410"/>
<location filename="configDialog.ui" line="1825"/>
<source>Pick</source>
<translation>Escoger</translation>
</message>
<message>
<location filename="configDialog.ui" line="1426"/>
<location filename="configDialog.ui" line="1841"/>
<source>Select</source>
<translation>Seleccionar</translation>
</message>
<message>
<location filename="configDialog.ui" line="1439"/>
<location filename="configDialog.ui" line="1455"/>
<location filename="configDialog.ui" line="1468"/>
<location filename="configDialog.ui" line="1427"/>
<location filename="configDialog.ui" line="1450"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Select path to folder with HD textures packs.&lt;br/&gt;Default: Plugin/hires_texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selecciona la ruta de la carpeta con paquetes de texturas en alta definición.&lt;br/&gt;Predeterminado: Plugin/hires_texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1442"/>
<location filename="configDialog.ui" line="134"/>
<location filename="configDialog.ui" line="147"/>
<location filename="configDialog.ui" line="174"/>
<location filename="configDialog.ui" line="187"/>
<location filename="configDialog.ui" line="200"/>
<location filename="configDialog.ui" line="213"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Crop image:&lt;/span&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;This option allows user to crop black boarders from resulted image. It has two modes:&lt;br/&gt;&lt;br/&gt;* Auto - plugin sets crop automatically using game&apos;s frame scissor.&lt;/p&gt;&lt;p&gt;* Custom - crop using user defined vaules. User should set number of pixels to crop from original native-res image.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="140"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Crop image&lt;span style=&quot; vertical-align:super;&quot;&gt;*:&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="154"/>
<source>Disable</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="159"/>
<source>Auto</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="164"/>
<source>Custom</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1430"/>
<source>Texture pack path:</source>
<translation>Ruta de paquetes de texturas:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1471"/>
<location filename="configDialog.ui" line="1453"/>
<source>Choose</source>
<translation>Seleccionar</translation>
</message>
<message>
<location filename="configDialog.ui" line="1485"/>
<location filename="configDialog.ui" line="1465"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Force 16bpp textures:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;The color of the textures will be reduced to 16bpp.This is space saver and performance enhancer. This halves the space used on the texture cache and the GFX hardware&apos;s texture RAM. Color reduction is done so that the original quality is preserved as much as possible. Depending on the texture, this usually is hardly noticeable. Sometimes though, it can be: skies are a good example.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;off&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Forzar texturas a 16 BPP:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Se reducirá el color de las texturas a 16 BPP, ahorrando espacio y mejorando el rendimiento. Reducirá a la mitad el espacio utilizado en la caché de texturas y en la RAM de texturas de tu hardware gráfico. La reducción de color está diseñada para preservar toda la calidad original posible. Segun la textura, los cambios pueden ser casi imperceptibles. En otros casos no es así, por ejemplo, con los cielos.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Desactivado&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1488"/>
<location filename="configDialog.ui" line="1468"/>
<source>Force 16bpp textures</source>
<translation>Forzar texturas a 16 BPP</translation>
</message>
<message>
<location filename="configDialog.ui" line="1495"/>
<location filename="configDialog.ui" line="1475"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Compress texture cache:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Memory will be compressed so that more textures can be held in the texture cache. The compression ratio varies with each texture, but 1/5 of the original size would be a modest approximation. They will be decompressed on-the-fly, before being downloaded to the gfx hardware.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;on&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Comprimir caché de texturas:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Se comprimirá la memoria para que entren más texturas en la caché de texturas. La proporción de compresión cambia según la textura, pero una aproximación modesta sería 1/5 del tamaño original. Se descomprimirán al vuelo antes de ser descargadas al hardware gráfico.&lt;/p&gt;&lt;p&gt;[Recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Activado&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1498"/>
<location filename="configDialog.ui" line="1478"/>
<source>Compress texture cache</source>
<translation>Comprimir caché de texturas</translation>
</message>
<message>
<location filename="configDialog.ui" line="1505"/>
<location filename="configDialog.ui" line="1485"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Save texture cache to HD:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;For enhanced textures cache: This will save all previously loaded and enhanced textures to HD. So upon next game launch, all the textures will be instantly loaded, resulting in smoother performance.&lt;/p&gt;&lt;p&gt;For high-resolution textures cache: After creation, loading hi-res texture will take only a few seconds upon game launch, as opposed to the 5 -60 seconds a pack can take to load without this cache file. The only downside here is upon any changes to the pack, the cache file will need to be manually deleted.&lt;/p&gt;&lt;p&gt;Saved cache files go into a folder called &lt;span style=&quot; font-weight:600;&quot;&gt;Cache&lt;/span&gt; within the Plugins folder.&lt;/p&gt;&lt;p&gt;[Highly Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;on&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Guardar caché de texturas al disco duro:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Para la caché de texturas mejoradas: Guardará todas las texturas cargadas y mejoradas al disco duro. Al ejecutar posteriormente el juego, todas las texturas se cargarán instantáneamente, mejorando el rendimiento.&lt;/p&gt;&lt;p&gt;Para la caché de texturas en alta resolución: Tras ser creada, la carga de texturas en alta definición solo tardará unos segundos, a diferencia de la media de entre 5 y 60 segundos que puede tardar un paquete en cargar sin este archivo de caché. El único problema es que en caso de cambiar el paquete, hay que borrar manualmente el archivo de la caché.&lt;/p&gt;&lt;p&gt;Los archivos guardados de la caché van a una carpeta llamada &lt;span style=&quot; font-weight:600;&quot;&gt;Cache&lt;/span&gt; dentro de la carpeta Plugins.&lt;/p&gt;&lt;p&gt;[Muy recomendado: &lt;span style=&quot; font-style:italic;&quot;&gt;Activado&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1508"/>
<location filename="configDialog.ui" line="1488"/>
<source>Save texture cache to hard disk</source>
<translation>Guardar caché de texturas al disco duro</translation>
</message>
<message>
<location filename="configDialog.ui" line="1522"/>
<location filename="configDialog.ui" line="1512"/>
<source>Post filters</source>
<translation>Filtros de posprocesado</translation>
</message>
<message>
<location filename="configDialog.ui" line="1528"/>
<location filename="configDialog.ui" line="1518"/>
<source>Bloom</source>
<translation>Resplandor</translation>
</message>
<message>
<location filename="configDialog.ui" line="1542"/>
<location filename="configDialog.ui" line="1532"/>
<source>Bloom blend mode:</source>
<translation>Modo de resplandor:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1549"/>
<location filename="configDialog.ui" line="1539"/>
<source>Strong</source>
<translation>Fuerte</translation>
</message>
<message>
<location filename="configDialog.ui" line="1559"/>
<location filename="configDialog.ui" line="1549"/>
<source>Mild</source>
<translation>Medio</translation>
</message>
<message>
<location filename="configDialog.ui" line="1569"/>
<location filename="configDialog.ui" line="1559"/>
<source>Light</source>
<translation>Suave</translation>
</message>
<message>
<location filename="configDialog.ui" line="1602"/>
<location filename="configDialog.ui" line="1592"/>
<source>Blur amount:</source>
<translation>Cantidad de desenfoque:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1628"/>
<location filename="configDialog.ui" line="1618"/>
<source>Threshold level:</source>
<translation>Margen:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1635"/>
<location filename="configDialog.ui" line="1625"/>
<source>Blur strength:</source>
<translation>Fuerza del desenfoque:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1661"/>
<location filename="configDialog.ui" line="1668"/>
<location filename="configDialog.ui" line="1681"/>
<location filename="configDialog.ui" line="1651"/>
<location filename="configDialog.ui" line="1658"/>
<location filename="configDialog.ui" line="1671"/>
<source> 0</source>
<translation> 0</translation>
</message>

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@ -210,35 +210,35 @@ p, li { white-space: pre-wrap; }
</message>
<message>
<location filename="configDialog.ui" line="70"/>
<location filename="configDialog.ui" line="103"/>
<location filename="configDialog.ui" line="77"/>
<location filename="configDialog.ui" line="99"/>
<location filename="configDialog.ui" line="119"/>
<location filename="configDialog.ui" line="139"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Resolution:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;This option selects resolution for windowed mode. You also may select &lt;span style=&quot; font-style:italic;&quot;&gt;custom&lt;/span&gt; and enter necessary window sizes.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;640x480, 800x600, 1024x768&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<oldsource>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Resolution:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;This option selects resolution for windowed mode.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;640x480, 800x600, 1024x768&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</oldsource>
<translation type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Risoluzione:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Questa opzione modifica la risoluzione del gioco in modalità finestra.&lt;/p&gt;&lt;p&gt;[Consiglio: &lt;span style=&quot; font-style:italic;&quot;&gt;640x480, 800x600, 1024x768&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="73"/>
<location filename="configDialog.ui" line="80"/>
<source>Windowed resolution:</source>
<translation>Risoluzione finestra:</translation>
</message>
<message>
<location filename="configDialog.ui" line="83"/>
<source>Refresh rate:</source>
<translation>Frequenza di aggiornamento:</translation>
<translation type="vanished">Frequenza di aggiornamento:</translation>
</message>
<message>
<location filename="configDialog.ui" line="93"/>
<source>Resolution:</source>
<translation>Risoluzione:</translation>
<translation type="vanished">Risoluzione:</translation>
</message>
<message>
<location filename="configDialog.ui" line="112"/>
<location filename="configDialog.ui" line="92"/>
<location filename="configDialog.ui" line="180"/>
<source>W:</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="132"/>
<location filename="configDialog.ui" line="112"/>
<location filename="configDialog.ui" line="206"/>
<source>H:</source>
<translation type="unfinished"></translation>
</message>
@ -247,148 +247,148 @@ p, li { white-space: pre-wrap; }
<translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Rapporto d&apos;aspetto.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;La maggior parte dei giochi del N64 usano il rapporto 4:3, alcuni giochi però supportano anche la modalità schermo panoramico 16:9. Qui puoi scegliere il rapporto desiderato ed eventualmente scegliere la modalità 16:9 dalle impostazioni del gioco. In modalità &lt;span style=&quot; font-weight:600;&quot;&gt;Adatta&lt;/span&gt; l&apos;immagine verrà allargata fino a coprire tutta la superficie dello schermo, nelle altre mdalità verranno aggiunte bande nere se necessario.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="161"/>
<location filename="configDialog.ui" line="235"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Aspect&lt;span style=&quot; vertical-align:super;&quot;&gt;*&lt;/span&gt;:&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Aspetto&lt;span style=&quot; vertical-align:super;&quot;&gt;*&lt;/span&gt;:&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="171"/>
<location filename="configDialog.ui" line="245"/>
<source>Stretch</source>
<translation>Adatta</translation>
</message>
<message>
<location filename="configDialog.ui" line="184"/>
<location filename="configDialog.ui" line="258"/>
<source>4:3</source>
<translation></translation>
</message>
<message>
<location filename="configDialog.ui" line="197"/>
<location filename="configDialog.ui" line="271"/>
<source>16:9</source>
<translation></translation>
</message>
<message>
<location filename="configDialog.ui" line="210"/>
<location filename="configDialog.ui" line="284"/>
<source>Adjust</source>
<translation>Ottimizza</translation>
</message>
<message>
<location filename="configDialog.ui" line="226"/>
<location filename="configDialog.ui" line="238"/>
<location filename="configDialog.ui" line="265"/>
<location filename="configDialog.ui" line="275"/>
<location filename="configDialog.ui" line="300"/>
<location filename="configDialog.ui" line="312"/>
<location filename="configDialog.ui" line="339"/>
<location filename="configDialog.ui" line="349"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Render at constant factor of native resolution.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;If frame buffer emulation enabled and factor is not zero, internal frame buffer size will be that factor of native N64 resolution. The buffer will be scaled to screen resolution when rendered to screen. If factor is zero (default), internal buffer size is equal to screen size. If factor is 1, the game will be rendered in native resolution and then up-scaled to screen resolution.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="229"/>
<location filename="configDialog.ui" line="303"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Render at constant factor of native resolution&lt;span style=&quot; vertical-align:super;&quot;&gt;*&lt;/span&gt;:&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="293"/>
<location filename="configDialog.ui" line="367"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Anti-aliasing&lt;span style=&quot; vertical-align:super;&quot;&gt;*&lt;/span&gt;:&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation></translation>
</message>
<message>
<location filename="configDialog.ui" line="349"/>
<location filename="configDialog.ui" line="423"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;*requires frame buffer emulation enabled &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;*richiede che l&apos;emulazione frame buffer sia attiva &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="397"/>
<location filename="configDialog.ui" line="471"/>
<source>Anisotropic filtering:</source>
<translation>Filtro Anisotropico:</translation>
</message>
<message>
<location filename="configDialog.ui" line="457"/>
<location filename="configDialog.ui" line="467"/>
<location filename="configDialog.ui" line="480"/>
<location filename="configDialog.ui" line="531"/>
<location filename="configDialog.ui" line="541"/>
<location filename="configDialog.ui" line="554"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Bilinear filtering:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;[standard] - standard texture filtering provided by PC hardware.&lt;/p&gt;&lt;p&gt;[N64 3point]- emulation of 3 point texture filtering used by the original hardware. Provides less smooth but more authentic look.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Filtro bilineare:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;[standard] - Filtraggio delle texture come da specifiche del PC.&lt;/p&gt;&lt;p&gt;[N64 3point]- simulazione del filtro a 3 punti utilizzato dal N64, per un look meno sfumato ma più autentico.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="460"/>
<location filename="configDialog.ui" line="534"/>
<source>Texture bilinear filtering:</source>
<translation>Filtro bilineare delle texture:</translation>
</message>
<message>
<location filename="configDialog.ui" line="470"/>
<location filename="configDialog.ui" line="544"/>
<source>standard</source>
<translation></translation>
</message>
<message>
<location filename="configDialog.ui" line="483"/>
<location filename="configDialog.ui" line="557"/>
<source>N64 3point</source>
<translation></translation>
</message>
<message>
<location filename="configDialog.ui" line="503"/>
<location filename="configDialog.ui" line="577"/>
<source>Texture cache size:</source>
<translation>Dimensione cache texture:</translation>
</message>
<message>
<location filename="configDialog.ui" line="529"/>
<location filename="configDialog.ui" line="1267"/>
<location filename="configDialog.ui" line="603"/>
<location filename="configDialog.ui" line="1341"/>
<source>MB</source>
<translation></translation>
</message>
<message>
<location filename="configDialog.ui" line="579"/>
<location filename="configDialog.ui" line="653"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Select a format, in which screen shots will be saved&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>Seleziona il formato per il salvataggio degli screenshot</translation>
</message>
<message>
<location filename="configDialog.ui" line="582"/>
<location filename="configDialog.ui" line="656"/>
<source>Screenshots format:</source>
<translation>Formato screenshot:</translation>
</message>
<message>
<location filename="configDialog.ui" line="589"/>
<location filename="configDialog.ui" line="663"/>
<source>bmp</source>
<translation></translation>
</message>
<message>
<location filename="configDialog.ui" line="599"/>
<location filename="configDialog.ui" line="673"/>
<source>jpeg</source>
<translation></translation>
</message>
<message>
<location filename="configDialog.ui" line="655"/>
<location filename="configDialog.ui" line="729"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Language select:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Press the button to invoke language selection dialog. Selected language will be activated after restart of the configuration dialog.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Seleziona lingua:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Clicca per selezionare la lingua dell&apos;interfaccia. La modifica sarà attiva dopo il riavvio della schermata di configurazione.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="658"/>
<location filename="configDialog.ui" line="732"/>
<source>Language:</source>
<translation>Lingua:</translation>
</message>
<message>
<location filename="configDialog.ui" line="682"/>
<location filename="configDialog.ui" line="756"/>
<source>Emulation</source>
<translation>Emulazione</translation>
</message>
<message>
<location filename="configDialog.ui" line="688"/>
<location filename="configDialog.ui" line="762"/>
<source>General settings</source>
<translation>Impostazioni generali</translation>
</message>
<message>
<location filename="configDialog.ui" line="694"/>
<location filename="configDialog.ui" line="768"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Enable mip-mapping emulation:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;N64 uses special mechanism for mip-mapping, which is hard to reproduce correctly on PC hardware. This option enables shaders based emulation of that feature.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;on&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Abilita emulazione mip-mapping:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Il N64 utilizza uno speciale algoritmo per il mip-mapping, che non è riproducibile sull&apos;hardware del PC. Questa opzione approssima l&apos;effetto utilizzando gli shader.&lt;/p&gt;&lt;p&gt;[Consiglio: &lt;span style=&quot; font-style:italic;&quot;&gt;on&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="697"/>
<location filename="configDialog.ui" line="771"/>
<source>Emulate mip-mapping</source>
<translation>Emulazione mip-mapping</translation>
</message>
<message>
<location filename="configDialog.ui" line="704"/>
<location filename="configDialog.ui" line="778"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Emulate noise&lt;/span&gt;:&lt;/p&gt;&lt;p&gt;Enable emulation of various effects, which use random color input.&lt;/p&gt;&lt;p&gt;May cause slowdown in rare cases.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;on&lt;/span&gt;]&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="707"/>
<location filename="configDialog.ui" line="781"/>
<source>Emulate noise</source>
<translation>Emula effetto rumore video</translation>
</message>
@ -405,267 +405,346 @@ p, li { white-space: pre-wrap; }
<translation type="vanished">Utilizza illuminazione hardware</translation>
</message>
<message>
<location filename="configDialog.ui" line="724"/>
<location filename="configDialog.ui" line="798"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Shaders storage:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Use persistent storage for compiled shader programs.&lt;br/&gt;&lt;/p&gt;&lt;p&gt;Each game uses set of combiners. Combiner is an equation, which defines how to build output color from various color inputs. The plugin translates combiners to &lt;a href=&quot;https://www.opengl.org/wiki/Shader&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#0000ff;&quot;&gt;shaders&lt;/span&gt;&lt;/a&gt;. Shader compiler builds programs from them on fly. Shaders are large and complex. If new scene uses several new combiners, compilation of new shaders will take time and you will notice that as some stuttering. If you have shader storage enabled, all shaders will be compiled only once. Next time you run the game, plugin will not spend time on compilation of shaders, which you already met.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;on&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="727"/>
<location filename="configDialog.ui" line="801"/>
<source>Enable shaders storage</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="734"/>
<location filename="configDialog.ui" line="808"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Custom game settings:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Ini file may contain custom settings for particular game. These settings provide optimal performance for the game. Custom settings will override user&apos;s settings when this option is enabled. Disable to ignore custom settings.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;on&lt;/span&gt;]&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Impostazioni ottimizzate per i giochi:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;I file .ini possono contenere impostazioni ottimizzate per certi giochi. Queste impostazioni permettono di ottenere performance migliori. Le impostazioni ottimizzate hanno la precedenza sulle impostazioni selezionate dall&apos;utente se questa opzione è attiva. Disabilitala per utilizzare impostazioni personalizzate.&lt;/p&gt;&lt;p&gt;[Consiglio: &lt;span style=&quot; font-style:italic;&quot;&gt;on&lt;/span&gt;]&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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<message>
<location filename="configDialog.ui" line="737"/>
<location filename="configDialog.ui" line="811"/>
<source>Use custom per-game settings</source>
<translation>Usa impostazioni ottimizzate per i giochi</translation>
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<message>
<location filename="configDialog.ui" line="759"/>
<location filename="configDialog.ui" line="833"/>
<source>2D Fixes</source>
<translation type="unfinished"></translation>
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<message>
<location filename="configDialog.ui" line="780"/>
<location filename="configDialog.ui" line="800"/>
<location filename="configDialog.ui" line="813"/>
<location filename="configDialog.ui" line="854"/>
<location filename="configDialog.ui" line="874"/>
<location filename="configDialog.ui" line="887"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Fix black lines between texrect:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Most games draw 2D backgrounds using texrect command. Texrect stands for textured rectangle. In some games, texrects coordinates not aligned: there is half-pixel split between adjacent texrects. It is not visible in native resolution, but resulted as black lines when image upscaled. This option enables texrect coordinates correction to avoid black lines issue.&lt;/p&gt;&lt;p&gt;* disable - do not correct texrect coordinates&lt;/p&gt;&lt;p&gt;* smart - apply correction only for polygons, which need it. Use it for games, which have black lines issue.&lt;/p&gt;&lt;p&gt;* force - apply correction for all texrects. Use it when &lt;span style=&quot; font-style:italic;&quot;&gt;smart&lt;/span&gt; does not help.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;game dependant, mostly off&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="783"/>
<location filename="configDialog.ui" line="857"/>
<source>Fix black lines between texrects</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="803"/>
<location filename="configDialog.ui" line="877"/>
<source>smart</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="816"/>
<location filename="configDialog.ui" line="890"/>
<source>force</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="828"/>
<location filename="configDialog.ui" line="902"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Render texrects in native resolution:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Most games draw 2D backgrounds and other 2D graphics using texrect command. Texrect stands for textured rectangle. 2D images represented by texrects often look distorted and unaligned in high resolution because of texture filtering. When this option is on, plugin renders texrects in native resolution and then copies the result to main buffer. Rendering in native resolution eliminates issues with 2D, but hardware load increases noticably.&lt;/p&gt;&lt;p&gt;Note: this option uses heuristics to detect adjucent texrects. The heuristics do not work for some games.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;mostly on, if your hardware can handle it&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
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<message>
<location filename="configDialog.ui" line="831"/>
<location filename="configDialog.ui" line="905"/>
<source>Render texrects in native resolution</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="841"/>
<location filename="configDialog.ui" line="915"/>
<source>Emulate frame buffer</source>
<translation>Emula il frame buffer</translation>
</message>
<message>
<location filename="configDialog.ui" line="874"/>
<location filename="configDialog.ui" line="948"/>
<source>General options</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="901"/>
<location filename="configDialog.ui" line="911"/>
<location filename="configDialog.ui" line="975"/>
<location filename="configDialog.ui" line="985"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Buffer swap mode:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;With this option you may control how often plugin will update main frame buffer. There are three modes:&lt;/p&gt;&lt;p&gt;* on Vertical Interrupt. Number of buffer updates will be equal to Vertical Interrupts per Second (VI/s). VI/s is 50 for PAL and 60 for NTSC games. This is most compatible option. Use it if your system can handle it.&lt;/p&gt;&lt;p&gt;* on Video Interface origin change. The origin change means that game switched to another color buffer and buffers swap needed. This mode corresponds to Frames Per Seconds (FPS). FPS is between 20 and 30 for most games, thus buffers swap less often than in the first mode. This mode works well if game uses double or triple buffering. If game uses single buffer (very rare case), it does not work.&lt;/p&gt;&lt;p&gt;* on color image change. Buffers will swap only if frame buffer is actually modified. This mode is optimal for performance because it eliminates empty swaps. However, there are rare cases, where it does not work.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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<message>
<location filename="configDialog.ui" line="904"/>
<location filename="configDialog.ui" line="978"/>
<source>Buffer swap mode:</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="915"/>
<location filename="configDialog.ui" line="989"/>
<source>On Vertical Interrupt</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="920"/>
<location filename="configDialog.ui" line="994"/>
<source>On VI origin change</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="925"/>
<location filename="configDialog.ui" line="999"/>
<source>On color buffer change</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="948"/>
<location filename="configDialog.ui" line="1022"/>
<source>Copy auxiliary color buffers to RDRAM</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="970"/>
<location filename="configDialog.ui" line="1044"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If emulator supports &lt;span style=&quot; font-style:italic;&quot;&gt;FBInfo&lt;/span&gt; API extension, plugin will rely on its help to read/write buffers only when game needs them.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="973"/>
<location filename="configDialog.ui" line="1047"/>
<source>Buffers read/write with emulator help</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="992"/>
<location filename="configDialog.ui" line="1066"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Do not use emulator help:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Depending on emulator, frame buffer usage notification may work imperfect and some frame buffer effects will not work. You may disable emulator help and force buffers copy.&lt;/p&gt;&lt;p&gt;[Recommended: off]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="995"/>
<location filename="configDialog.ui" line="1069"/>
<source>Do not use emulator help</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1004"/>
<location filename="configDialog.ui" line="1078"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Read color buffer by chunks:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;When enabled, color bufer will be read by 4kb chunks. Otherwise the buffer will be read as whole. Read of one chunk is much faster than read of the whole buffer, but if game needs to read the whole buffer, read it by chunks will be slow.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;mostly off, because color buffer usually read as whole&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1007"/>
<location filename="configDialog.ui" line="1081"/>
<source>Read color buffer by chunks</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1014"/>
<location filename="configDialog.ui" line="1088"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Read depth buffer by chunks:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;When enabled, depth bufer will be read by 4kb chunks. Otherwise the buffer will be read as whole. Read of one chunk is much faster than read of the whole buffer, but if game needs to read the whole buffer, read it by chunks will be slow.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;on, because depth buffer seldom read as whole&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1017"/>
<location filename="configDialog.ui" line="1091"/>
<source>Read depth buffer by chunks</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1035"/>
<location filename="configDialog.ui" line="1109"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If emulator does not support &lt;span style=&quot; font-style:italic;&quot;&gt;FBInfo&lt;/span&gt; API extension, plugin have to read/write buffers each frame to emulate &lt;span style=&quot; font-style:italic;&quot;&gt;some&lt;/span&gt; frame buffer based effects. It can be slow and also can cause glitches or even crashes. Enable these options only for games, which really need them.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1038"/>
<location filename="configDialog.ui" line="1112"/>
<source>Buffers read/write without emulator help</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1056"/>
<location filename="configDialog.ui" line="1066"/>
<location filename="configDialog.ui" line="1079"/>
<location filename="configDialog.ui" line="1092"/>
<location filename="configDialog.ui" line="1130"/>
<location filename="configDialog.ui" line="1140"/>
<location filename="configDialog.ui" line="1153"/>
<location filename="configDialog.ui" line="1166"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Copy color buffer to RDRAM:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;In some games plugin can&apos;t detect frame buffer usage. In such cases you need to enable this option to see frame buffer effects. Every drawn frame will be read from video card and copied into RDRAM area.&lt;/p&gt;&lt;p&gt;* disable - do not copy buffer&lt;/p&gt;&lt;p&gt;* sync - copy buffer in sync mode. Can be slow, but works for all games&lt;/p&gt;&lt;p&gt;* async - copy buffer in async mode. Can be up to 10 times faster than sync mode, but is incompatible with some games.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;mostly async (sync needed only for a few games)&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1109"/>
<location filename="configDialog.ui" line="1119"/>
<location filename="configDialog.ui" line="1132"/>
<location filename="configDialog.ui" line="1145"/>
<location filename="configDialog.ui" line="1183"/>
<location filename="configDialog.ui" line="1193"/>
<location filename="configDialog.ui" line="1206"/>
<location filename="configDialog.ui" line="1219"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Copy depth buffer to RDRAM:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;This option is required for correct emulation of depth buffer based effects, e.g. coronas.&lt;/p&gt;&lt;p&gt;* disable - do not copy buffer&lt;/p&gt;&lt;p&gt;* from VRAM - Content of video card&apos;s depth buffer is copied into RDRAM area each frame. Can be slow on some games.&lt;/p&gt;&lt;p&gt;* software render - use software rendering. Generally faster than copy from video memory, but the result can be imperfect.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;software render&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1135"/>
<location filename="configDialog.ui" line="1209"/>
<source>from VRAM</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1148"/>
<location filename="configDialog.ui" line="1222"/>
<source>software</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1281"/>
<location filename="configDialog.ui" line="1355"/>
<source>Decrease color banding</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1699"/>
<location filename="configDialog.ui" line="1689"/>
<source>Gamma correction</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1705"/>
<location filename="configDialog.ui" line="1695"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Gamma correction.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Some N64 games use gamma correction. Gamma correction makes image brighter. N64 applies gamma correction in its Video Interface. &lt;/p&gt;&lt;p&gt;GLideN64 emulates gamma correction as post-processing effect. That is, it works only when frame buffer emulation enabled. Gamma correction enabled automatically for games, which use it on real N64. You may force gamma correction for all games and increase default level of gamma correction.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;use defaults&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1708"/>
<location filename="configDialog.ui" line="1698"/>
<source>Force gamma correction</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1726"/>
<location filename="configDialog.ui" line="1742"/>
<location filename="configDialog.ui" line="1716"/>
<location filename="configDialog.ui" line="1732"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Gamma correction.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Some N64 games use gamma correction. Gamma correction makes image brighter. N64 applies gamma correction in its Video Interface. &lt;/p&gt;&lt;p&gt;GLideN64 emulates gamma correction as post-processing effect. That is, it works only when frame buffer emulation enabled. Gamma correction enabled automatically for games, which use it on real N64. You may force gamma correction for all games. Default level of gamma correction is 2, as on N64.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;use defaults&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1729"/>
<location filename="configDialog.ui" line="1719"/>
<source>Gamma correction level:</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1904"/>
<source>Performance counters</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1910"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Show &lt;span style=&quot; font-weight:600;&quot;&gt;Frames Per Second&lt;/span&gt; counter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1913"/>
<source>FPS</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1920"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Show &lt;span style=&quot; font-weight:600;&quot;&gt;Video Interrupts per second&lt;/span&gt; counter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1923"/>
<source>VI/S</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1930"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Show &lt;span style=&quot; font-weight:600;&quot;&gt;Performance in percents&lt;/span&gt; counter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1933"/>
<source>%</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1942"/>
<location filename="configDialog.ui" line="1962"/>
<location filename="configDialog.ui" line="1988"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Counters displayed in a corner of the screen. Select left or right corner.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1945"/>
<source>Horisontal position:</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1952"/>
<location filename="configDialog.ui" line="1975"/>
<location filename="configDialog.ui" line="2001"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Counters displayed in a corner of the screen. Select top or bottom corner.&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1955"/>
<source>Vertical position:</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1965"/>
<source>left</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1978"/>
<source>top</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1991"/>
<source>right</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="2004"/>
<source>bottom</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Copy frame buffer to RDRAM:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;In some games plugin can&apos;t detect frame buffer usage. In such cases you need to enable this option to see frame buffer effects. Every drawn frame will be read from video card and copied into RDRAM area.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;mostly off (needed only for a few games)&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Copia il frame buffer nella RDRAM:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;In alcuni giochi il plugin non può determinare se il frame buffer è utilizzato. In questi casi, dovrai attivare questa impostazione per vedere gli effetti grafici che utilizzano il frame buffer. Ogni fotogramma verrà rilevato dalla GPU e copiato nella RDRAM.&lt;/p&gt;&lt;p&gt;[Consiglio: &lt;span style=&quot; font-style:italic;&quot;&gt;Generalmente off (è utilizzato solo in alcuni giochi)&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1059"/>
<location filename="configDialog.ui" line="1133"/>
<source>Copy frame buffer to RDRAM</source>
<translation>Copia frame buffer nella RDRAM</translation>
</message>
<message>
<location filename="configDialog.ui" line="790"/>
<location filename="configDialog.ui" line="1069"/>
<location filename="configDialog.ui" line="1122"/>
<location filename="configDialog.ui" line="864"/>
<location filename="configDialog.ui" line="1143"/>
<location filename="configDialog.ui" line="1196"/>
<source>disable</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="158"/>
<location filename="configDialog.ui" line="168"/>
<location filename="configDialog.ui" line="181"/>
<location filename="configDialog.ui" line="194"/>
<location filename="configDialog.ui" line="207"/>
<location filename="configDialog.ui" line="232"/>
<location filename="configDialog.ui" line="242"/>
<location filename="configDialog.ui" line="255"/>
<location filename="configDialog.ui" line="268"/>
<location filename="configDialog.ui" line="281"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Aspect ratio of the output.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Most N64 games use 4:3 aspect ratio, but some support widescreen too.You may select appropriate aspect here and set widescreen mode in game settings. In &lt;span style=&quot; font-weight:600;&quot;&gt;Stretch&lt;/span&gt; mode the output will be stretched to the entire screen, other modes may add black borders if necessary.&lt;br/&gt;&lt;br/&gt;Special note: &lt;span style=&quot; font-weight:600;&quot;&gt;Adjust&lt;/span&gt; mode is so called &amp;quot;widescreen hack&amp;quot;. In that mode plugin tries to adjust viewport to fully use screen space, but without stretch of geometry. It may run games with native 4:3 aspect in widescreen. Some games look cool in that mode, some does not.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="714"/>
<location filename="configDialog.ui" line="788"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enable hardware lighting:&lt;/p&gt;&lt;p&gt;Normally lighting calculated per vertex. This option enables per-pixel shader based lighting. It results in more smooth and correct shading of 3D objects.&lt;/p&gt;&lt;p&gt;Note: since in LLE mode vertex color calculated outside of graphics plugin, this option is only for HLE.&lt;br/&gt;&lt;br/&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;your preference&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="717"/>
<location filename="configDialog.ui" line="791"/>
<source>Enable hardware lighting (HLE only!)</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="945"/>
<location filename="configDialog.ui" line="1019"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Copy auxiliary color buffers to RDRAM:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;When enabled, auxiliary color buffer copied to RDRAM right after rendering into it is finished. It helps to correctly emulate frame buffer effects in some games.&lt;br/&gt;&lt;/p&gt;&lt;p&gt;Note: this option may noticeably reduce performance.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;mostly off&lt;/span&gt;]&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1082"/>
<location filename="configDialog.ui" line="1156"/>
<source>sync</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1095"/>
<location filename="configDialog.ui" line="1169"/>
<source>async</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1160"/>
<location filename="configDialog.ui" line="1234"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Render N64 frame buffer as texture:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;When this option is enabled, content of each N64 frame buffer is rendered as texture over the frame, rendered by the plugin. This prevents graphics lost, but may cause slowdowns and various glitches in some games.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;mostly off&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Renderizza il frame buffer come texture:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Quando questa opzione è abilitata, il contenuto del frame buffer emulato verrà renderizzato come una texture sopra ogni fotogramma. Questo previene la perdita di alcuni elementi grafici, ma potrebbe causare rallentamenti e errori grafici in alcuni giochi.&lt;/p&gt;&lt;p&gt;[Consiglio: &lt;span style=&quot; font-style:italic;&quot;&gt;generalmente off&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1163"/>
<location filename="configDialog.ui" line="1237"/>
<source>Render frame buffer as texture</source>
<translation>Renderizza il frame buffer come texture</translation>
</message>
@ -682,17 +761,17 @@ p, li { white-space: pre-wrap; }
<translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Copia buffer di profondità verso RDRAM:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Questa opzione è utilizzata quando si devono emulare effetti grafici che utilizzano il buffer di profondità. Il contenuto del buffer di profondità della GPU viene copiato nella RDRAM in ogni fotogramma.&lt;/p&gt;&lt;p&gt;[Consiglio: &lt;span style=&quot; font-style:italic;&quot;&gt;on&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1112"/>
<location filename="configDialog.ui" line="1186"/>
<source>Copy depth buffer to RDRAM</source>
<translation>Copia buffer di profondità nella RDRAM</translation>
</message>
<message>
<location filename="configDialog.ui" line="935"/>
<location filename="configDialog.ui" line="1009"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use shaders to emulate N64 depth compare modes. &lt;span style=&quot; font-weight:600;&quot;&gt;Experimental!&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Utilizza shader per emulare le modalità di comparazione profondità del N64. &lt;span style=&quot; font-weight:600;&quot;&gt;Sperimentale!&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="938"/>
<location filename="configDialog.ui" line="1012"/>
<source>Emulate N64 depth compare</source>
<translation>Emula comparazione di profondità del N64</translation>
</message>
@ -713,240 +792,283 @@ p, li { white-space: pre-wrap; }
<translation type="vanished">Riempi buffer RDRAM con valore di test</translation>
</message>
<message>
<location filename="configDialog.ui" line="1177"/>
<location filename="configDialog.ui" line="1251"/>
<source>Textures</source>
<translation></translation>
</message>
<message>
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<location filename="configDialog.ui" line="1257"/>
<source>Texture enhancement</source>
<translation>Miglioramenti texture</translation>
</message>
<message>
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<location filename="configDialog.ui" line="1201"/>
<location filename="configDialog.ui" line="1265"/>
<location filename="configDialog.ui" line="1275"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Filter:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Apply a filter to either smooth or sharpen textures.There are 4 different smoothing filters and 2 different sharpening filters. The higher the number, the stronger the effect, i.e. &lt;span style=&quot; font-weight:600;&quot;&gt;Smoothing filter 4&lt;/span&gt; will have a much more noticeable effect than &lt;span style=&quot; font-weight:600;&quot;&gt;Smoothing filter 1&lt;/span&gt;.Be aware that performance may have an impact depending on the game and/or the PC.&lt;/p&gt;&lt;p&gt;[Recommended: your preference]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Filtro:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Applica un filtro per smussare o rendere più nitide le texture. Si può scegliere tra 4 filtri per la smussatura (smooth) e 2 filtri per la nitidezza (sharp). Più è alto il numero più intenso è l&apos;effetto, per esempio &lt;span style=&quot; font-weight:600;&quot;&gt;Filtro smussatura 4&lt;/span&gt; avrà un effetto molto più intenso di &lt;span style=&quot; font-weight:600;&quot;&gt;Filtro smussatura 1&lt;/span&gt;.L&apos;utilizzo di questo effetto potrebbe ridurre le performance a seconda dell&apos;hardware del PC e del gioco.&lt;/p&gt;&lt;p&gt;[Consiglio: preferenza personale]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1194"/>
<location filename="configDialog.ui" line="1268"/>
<source>Filter:</source>
<translation>Filtro:</translation>
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<message>
<location filename="configDialog.ui" line="1208"/>
<location filename="configDialog.ui" line="1218"/>
<location filename="configDialog.ui" line="1282"/>
<location filename="configDialog.ui" line="1292"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Texture enhancement:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;12 different filters are selectable here, each one with a distinctive look.Be aware of possible performance impacts.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;IMPORTANT:&lt;/span&gt; &apos;Store&apos; mode - saves textures in cache &apos;as is&apos;. It can improve performance in games, which load many textures. Disable &apos;Ignore backgrounds&apos; option for better result.&lt;/p&gt;&lt;p&gt;[Recommended: your preference]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Miglioramento texture:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Si può scegliere tra 12 effetti di miglioramento texture. Potrebbero avere un impatto sulle performance del gioco.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;IMPORTANTE:&lt;/span&gt; &apos;Modalità &quot;Archivia&quot; (Store) - salva le texture nella cache così come sono. Potrebbe migliorare le performance in alcuni giochi, specialmente quelli che caricano molte texture. Disabilita &quot;Ignora sfondi&quot; per un risultato migliore.&lt;/p&gt;&lt;p&gt;[Consiglio: Preferenza personale]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1211"/>
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<source>Enhancement:</source>
<translation>Miglioramento:</translation>
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<message>
<location filename="configDialog.ui" line="1235"/>
<location filename="configDialog.ui" line="1251"/>
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<location filename="configDialog.ui" line="1325"/>
<location filename="configDialog.ui" line="1338"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Texture cache size:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Enhanced and filtered textures can be cached to aid performance. This setting will adjust how much PC memory will be dedicated for texture cache. This helps boost performance if there are subsequent requests for the same texture (usually the case). Normally, 128MB should be more than enough but there is a sweet spot for each game. Super Mario may not need more than 32megs, but Conker streams a lot of textures, so setting 256+ megs can boost performance. Adjust accordingly if you are encountering speed issues. &apos;0&apos; disables cache.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;PC and game dependant&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Dimensione cache texture:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Texture migliorate o filtrate possono essere memorizzate nella cache per migliorare le performance. Questa opzione determinerà quanta memoria di sistema verrà allocata per la cache delle texture. Questo migliorerà la performance se il gioco richiederà l&apos;uso della stessa texture più volte di seguito (caso più comune). Normalmente, 128MB bastano per la maggior parte dei giochi. Super Mario per esempio non richiede più di 32 mega, ma Conker utilizza molte più texture quindi impostare 256Mb o più migliorerà le performance. Modifica l&apos;impostazione a seconda del gioco o se riscontri problemi di performance. &apos;0&apos; disabilita la cache.&lt;/p&gt;&lt;p&gt;[Consiglio: &lt;span style=&quot; font-style:italic;&quot;&gt;A seconda del gioco e della potenza del sistema&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1238"/>
<location filename="configDialog.ui" line="1312"/>
<source>Texture cache:</source>
<translation>Cache texture:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1278"/>
<location filename="configDialog.ui" line="1352"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Decrease color banding&lt;/span&gt;:&lt;/p&gt;&lt;p&gt;This option enables pre-processing step, which reduces posterization issues on enhanced textures.&lt;/p&gt;&lt;p&gt;[Recommended:&lt;span style=&quot; font-style:italic;&quot;&gt; on for xBRZ&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1288"/>
<location filename="configDialog.ui" line="1362"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Ignore Backgrounds:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;It is used to skip enhancement for long narrow textures, usually used for backgrounds. This may save texture memory greatly and increase performance.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;on (off for &apos;Store&apos; mode)&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Ignora gli sfondi:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;seleziona per non utilizzare filtri su texture molto grandi, per esempio quelle utilizzate nei giochi per gli sfondi. Questa opzione risparmierà memoria e migliorerà le performance.&lt;/p&gt;&lt;p&gt;[Consiglio: &lt;span style=&quot; font-style:italic;&quot;&gt;on (off per modalità &quot;Archivia&quot;)&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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<message>
<location filename="configDialog.ui" line="1291"/>
<location filename="configDialog.ui" line="1365"/>
<source>Ignore backgrounds</source>
<translation>Ignora gli sfondi</translation>
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<message>
<location filename="configDialog.ui" line="1303"/>
<location filename="configDialog.ui" line="1377"/>
<source>Use texture pack</source>
<translation>Utilizza un pacchetto texture modificate</translation>
</message>
<message>
<location filename="configDialog.ui" line="1312"/>
<location filename="configDialog.ui" line="1386"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Use Alpha channel fully:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;When this option is off, 16bit rgba textures will be loaded using RiceVideo style - with 1bit for alpha channel. When it is on, GlideHQ will check, how alpha channel is used by the hires texture, and select most appropriate format for it. This gives texture designers freedom to play with alpha, as they need, regardless of format of original N64 texture. For older and badly designed texture packs it can cause unwanted black borders.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;texture pack dependant&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Utilizzo canale Alpha completo:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Quando questa opzione è disattivata le texture RGBA a 16 bit verranno caricate utilizzando lo standard RiceVideo - 1 bit per canale alpha. Quando è attivata, GlideHQ effettuerà un controllo per determinare come la texture ad alta risoluzione utilizza il canale alpha, e selezionerà il formato più appropriato. Questa opzione permette ai modders di disegnare texture utilizzando il canale alpha come più desiderano, ignorando il formato originale delle texture del N64. In alcuni pacchetti di texture obsoleti o mal progettati potrebbe causare bordi neri attorno alle texture trasparenti.&lt;/p&gt;&lt;p&gt;[Consiglio: &lt;span style=&quot; font-style:italic;&quot;&gt;a seconda del pacchetto utilizzato&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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<message>
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<location filename="configDialog.ui" line="1389"/>
<source>Use alpha channel fully</source>
<translation>Utilizza il canale alpha completo</translation>
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<message>
<location filename="configDialog.ui" line="1322"/>
<location filename="configDialog.ui" line="1396"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Alternative CRC calculation:&lt;/p&gt;&lt;p&gt;This option enables emulation of a palette CRC calculation bug in RiceVideo.If some textures are not loaded, try to set this option on/off.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;mostly off, on for really old packs&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Calcolo del CRC alternativo:&lt;/p&gt;&lt;p&gt;Questa opzione abilita l&apos;emulazione di un errore di calcolo del CRC in RiceVideo. Se le texture non vengono caricate correttamente, prova a cambiare questa opzione.&lt;/p&gt;&lt;p&gt;[Consiglio: &lt;span style=&quot; font-style:italic;&quot;&gt;Generalmente off, attivare solo per alcuni pacchetti particolarmente datati.&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1325"/>
<location filename="configDialog.ui" line="1399"/>
<source>Alternative CRC calculation</source>
<translation>Calcolo CRC alternativo</translation>
</message>
<message>
<location filename="configDialog.ui" line="1335"/>
<location filename="configDialog.ui" line="1409"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Texture dumping mode:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;In this mode, you have that ability to dump textures on screen to the appropriate folder. You can also reload textures while the game is running to see how they look instantly - big time saver!&lt;/p&gt;&lt;p&gt;Hotkeys: &lt;span style=&quot; font-weight:600;&quot;&gt;R&lt;/span&gt; reloads hires textures from the texture pack - &lt;span style=&quot; font-weight:600;&quot;&gt;D&lt;/span&gt; toggles texture dumps on/off.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Modalità salvataggio texture:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Con questa modalità, potrai salvare su disco tutte le texture presenti a schermo in una cartella. Puoi anche ricaricare le texture mentre il gioco è in esecuzione per verificarne l&apos;aspetto - molto pù rapido!&lt;/p&gt;&lt;p&gt;Scorciatoie da tastiera: &lt;span style=&quot; font-weight:600;&quot;&gt;R&lt;/span&gt; ricarica le texture dal pacchetto - &lt;span style=&quot; font-weight:600;&quot;&gt;D&lt;/span&gt; attiva o disattiva il salvataggio delle texture su disco.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1338"/>
<location filename="configDialog.ui" line="1412"/>
<source>Texture dumping/editing mode</source>
<translation>Modalità salvataggio e modifica texture</translation>
</message>
<message>
<location filename="configDialog.ui" line="1355"/>
<location filename="configDialog.ui" line="1394"/>
<location filename="configDialog.ui" line="1407"/>
<location filename="configDialog.ui" line="1783"/>
<source>On screen display</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1795"/>
<source>Font parameters</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1809"/>
<location filename="configDialog.ui" line="1822"/>
<location filename="configDialog.ui" line="1889"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Select color of text messages.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translatorcomment>Scelta colori dei messaggi a schermo.</translatorcomment>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Select color of text messages.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1358"/>
<location filename="configDialog.ui" line="1838"/>
<location filename="configDialog.ui" line="1854"/>
<location filename="configDialog.ui" line="1870"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Select font and font size for on screen text messages.&lt;br/&gt;Warning: not all fonts installed in your system can be used. If you do not see OSD messages, switch back to default font.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1892"/>
<source>Message color:</source>
<translation>Colore messaggi:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1371"/>
<location filename="configDialog.ui" line="1381"/>
<location filename="configDialog.ui" line="1423"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Select font and font size for text messages, displayed during texture cache or texture pack save/load.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Seleziona il font e la dimensione per i messaggi a schermo visualizzati durante il salvataggio o il salvataggio/ricarica del pacchetto texture.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
<translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Seleziona il font e la dimensione per i messaggi a schermo visualizzati durante il salvataggio o il salvataggio/ricarica del pacchetto texture.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1374"/>
<location filename="configDialog.ui" line="1857"/>
<source>Message font:</source>
<translation>Font messaggi:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1384"/>
<location filename="configDialog.ui" line="1873"/>
<source>Arial</source>
<translation></translation>
</message>
<message>
<location filename="configDialog.ui" line="1397"/>
<location filename="configDialog.ui" line="1812"/>
<source>Green</source>
<translation>Verde</translation>
</message>
<message>
<location filename="configDialog.ui" line="1410"/>
<location filename="configDialog.ui" line="1825"/>
<source>Pick</source>
<translation>Scegli</translation>
</message>
<message>
<location filename="configDialog.ui" line="1426"/>
<location filename="configDialog.ui" line="1841"/>
<source>Select</source>
<translation>Seleziona</translation>
</message>
<message>
<location filename="configDialog.ui" line="1439"/>
<location filename="configDialog.ui" line="1455"/>
<location filename="configDialog.ui" line="1468"/>
<location filename="configDialog.ui" line="1427"/>
<location filename="configDialog.ui" line="1450"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Select path to folder with HD textures packs.&lt;br/&gt;Default: Plugin/hires_texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Scegli directory cartella pacchetti texture.&lt;br/&gt;Default: Plugin/hires_texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1442"/>
<location filename="configDialog.ui" line="134"/>
<location filename="configDialog.ui" line="147"/>
<location filename="configDialog.ui" line="174"/>
<location filename="configDialog.ui" line="187"/>
<location filename="configDialog.ui" line="200"/>
<location filename="configDialog.ui" line="213"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Crop image:&lt;/span&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;This option allows user to crop black boarders from resulted image. It has two modes:&lt;br/&gt;&lt;br/&gt;* Auto - plugin sets crop automatically using game&apos;s frame scissor.&lt;/p&gt;&lt;p&gt;* Custom - crop using user defined vaules. User should set number of pixels to crop from original native-res image.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="140"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Crop image&lt;span style=&quot; vertical-align:super;&quot;&gt;*:&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
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<message>
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<source>Disable</source>
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<message>
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<source>Auto</source>
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<message>
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<source>Custom</source>
<translation type="unfinished"></translation>
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<message>
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<source>Texture pack path:</source>
<translation>Percorso cartella pacchetti texture:</translation>
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<message>
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<source>Choose</source>
<translation>Seleziona</translation>
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<message>
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<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Force 16bpp textures:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;The color of the textures will be reduced to 16bpp.This is space saver and performance enhancer. This halves the space used on the texture cache and the GFX hardware&apos;s texture RAM. Color reduction is done so that the original quality is preserved as much as possible. Depending on the texture, this usually is hardly noticeable. Sometimes though, it can be: skies are a good example.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;off&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Forza texture a 16bpp:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Il colore delle texture verrà ridotto a 16bpp.Questo ridurrà l&apos;utilizzo di memoria e migliorerà le performance dimezzando lo spazio utilizzato nella cache e nella RAM della scheda video. La riduzione nei bit di colore verrà effettuata in modo da minimizzare il più possibile la perdita di qualità. A seconda delle texture, la riduzione non si nota, ma in alcuni casi, per esempio nelle texture dei cieli, potrebbe notarsi.&lt;/p&gt;&lt;p&gt;[Consiglio: &lt;span style=&quot; font-style:italic;&quot;&gt;off&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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<message>
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<source>Force 16bpp textures</source>
<translation>Forza texture a 16bpp</translation>
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<message>
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<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Compress texture cache:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Memory will be compressed so that more textures can be held in the texture cache. The compression ratio varies with each texture, but 1/5 of the original size would be a modest approximation. They will be decompressed on-the-fly, before being downloaded to the gfx hardware.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;on&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Comprimi cache texture:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;La memoria verrà compressa così che possa contenere più texture. Il rapporto di compressione varia a seconda della texture, ma generalmente si può notare una diminuzione di 4/5 della dimensione originale . Verranno decompresse automaticamente prima di essere inviate alla scheda grafica.&lt;/p&gt;&lt;p&gt;[Consiglio: &lt;span style=&quot; font-style:italic;&quot;&gt;on&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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<source>Compress texture cache</source>
<translation>Comprimi cache texture</translation>
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<message>
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<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Save texture cache to HD:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;For enhanced textures cache: This will save all previously loaded and enhanced textures to HD. So upon next game launch, all the textures will be instantly loaded, resulting in smoother performance.&lt;/p&gt;&lt;p&gt;For high-resolution textures cache: After creation, loading hi-res texture will take only a few seconds upon game launch, as opposed to the 5 -60 seconds a pack can take to load without this cache file. The only downside here is upon any changes to the pack, the cache file will need to be manually deleted.&lt;/p&gt;&lt;p&gt;Saved cache files go into a folder called &lt;span style=&quot; font-weight:600;&quot;&gt;Cache&lt;/span&gt; within the Plugins folder.&lt;/p&gt;&lt;p&gt;[Highly Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;on&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Salva cache texture su disco:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Per cache texture migliorate: salverà tutte le texture caricate precedentemente sul disco, così che la prossima volta che si farà partire il gioco, tutte le texture saranno già pronte all&apos;uso, migliorando le performance.&lt;/p&gt;&lt;p&gt;Per la cache texture ad alta risoluzione: dopo la creazione il caricamento delle texture in alta risoluzione impiegherà solo qualche secondo rispetto ai 5-60 secondi necessari al caricamento senza il salvataggio su disco. L&apos;unico svantaggio di questa opzione è che se verrà modificato il pacchetto di texture, il file di cache dovrà essere cancellato a mano.&lt;/p&gt;&lt;p&gt;I file di cache vengono salvati nella cartella &lt;span style=&quot; font-weight:600;&quot;&gt;Cache&lt;/span&gt; all&apos;interno della cartella Plugins dell&apos;emulatore.&lt;/p&gt;&lt;p&gt;[Vivamente consigliato: &lt;span style=&quot; font-style:italic;&quot;&gt;on&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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<message>
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<source>Save texture cache to hard disk</source>
<translation>Salva cache texture su disco</translation>
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<message>
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<source>Post filters</source>
<translation>Filtri &quot;post&quot;</translation>
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<message>
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<source>Bloom</source>
<translation>Bagliore</translation>
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<message>
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<source>Bloom blend mode:</source>
<translation>Effetto bagliore:</translation>
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<message>
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<source>Strong</source>
<translation>Forte</translation>
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<message>
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<source>Mild</source>
<translation>Moderato</translation>
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<message>
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<source>Light</source>
<translation>Lieve</translation>
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<source>Blur amount:</source>
<translation>Effetto sfocatura:</translation>
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<message>
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<source>Threshold level:</source>
<translation>Livello di soglia:</translation>
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<message>
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<source>Blur strength:</source>
<translation>Intensità sfocatura:</translation>
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<source> 0</source>
<translation></translation>
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