From a78f07d1e518d4fac14eaf48b14b981a49d3eebb Mon Sep 17 00:00:00 2001 From: Sergey Lipskiy Date: Thu, 30 Apr 2015 22:19:57 +0600 Subject: [PATCH 1/2] Add initial translation file for Italian translation. --- translations/gliden64_it.ts | 763 ++++++++++++++++++++++++++++++++++++ 1 file changed, 763 insertions(+) create mode 100644 translations/gliden64_it.ts diff --git a/translations/gliden64_it.ts b/translations/gliden64_it.ts new file mode 100644 index 00000000..8d1fed90 --- /dev/null +++ b/translations/gliden64_it.ts @@ -0,0 +1,763 @@ + + + + + AboutDialog + + + About GLideN64 + + + + + Authors + + + + + Sergey Lipskiy + + + + + developer + + + + + Olivieryuyu + + + + + beta tester + + + + + Main funders + + + + + Anthony Heathcoat + + + + + Paul Lamb + + + + + daman6009 + + + + + Mush Man + + + + + zolcos + + + + + zilmar + + + + + neko9876 + + + + + Funders + + + + + <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0//EN" "http://www.w3.org/TR/REC-html40/strict.dtd"> +<html><head><meta name="qrichtext" content="1" /><style type="text/css"> +p, li { white-space: pre-wrap; 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margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">Espen Jensen</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">m.johnsondelta</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">alexzandar.toxic2</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">Ben Slater</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">WC-Predator </span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">Mush Man</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">Ben Slater</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">aznlucidx</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">Nathan Dick</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">paulanocom</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">Ryan Rosser</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">nekow42</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">mgos1</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">ian.macdonald996</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">itasovski</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">vikingpower1</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">DukeX007X</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">palaciosgabriel</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">Franz-Josef Haider</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">e-male</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">nes_player4life</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">aweath</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">famicom4</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">Keith_at_UMR</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">sweatypickle</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">jeremydmiller</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">... and others</span></p></body></html> + + + + + Credits + + + + + <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0//EN" "http://www.w3.org/TR/REC-html40/strict.dtd"> +<html><head><meta name="qrichtext" content="1" /><style type="text/css"> +p, li { white-space: pre-wrap; } +</style></head><body style=" font-family:'MS Shell Dlg 2'; font-size:8.25pt; font-weight:400; font-style:normal;"> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt; font-weight:600;">Orkin</span><span style=" font-size:10pt;"> - author of original </span><span style=" font-size:10pt; text-decoration: underline;">glN64</span><span style=" font-size:10pt;"> graphics plugin</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt; font-weight:600;">yongzh -</span><span style=" font-size:10pt;"> author of </span><span style=" font-size:10pt; text-decoration: underline;">gles2n64</span><span style=" font-size:10pt;">, port of glN64 to GL ES 2.0<br /></span><span style=" font-size:10pt; font-weight:600;">Hiroshi Morii</span><span style=" font-size:10pt;"> - author of </span><span style=" font-size:10pt; text-decoration: underline;">GlideH</span><span style=" font-size:10pt;">Q texture library</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt; font-weight:600;">ziggy</span><span style=" font-size:10pt;"> - author of </span><span style=" font-size:10pt; text-decoration: underline;">z64</span><span style=" font-size:10pt;"> OpenGL LLE plugin</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt; font-weight:600;">Nathaniel Meyer</span><span style=" font-size:10pt;"> - author of the blur shader. Copyright: Nutty Software</span></p> +<p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:10pt;"><br /></p></body></html> + + + + + ConfigDialog + + + GLideN64 settings + + + + + Video + + + + + + <html><head/><body><p><span style=" font-weight:600;">Full screen resolution:</span></p><p>This sets the full screen resolution. All the resolutions that your video card/monitor supports should be displayed.</p><p>[Recommended: <span style=" font-style:italic;">native (max) resolution of your monitor - unless performance becomes an issue</span>]</p></body></html> + + + + + Full screen resolution: + + + + + + <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> + + + + + Windowed resolution: + + + + + Refresh rate: + + + + + Resolution: + + + + + + + + <html><head/><body><p><span style=" font-weight:600;">Aspect ratio of the output.</span></p><p>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 <span style=" font-weight:600;">Stretch</span> mode the output will be stretched to the entire screen, other modes may add black borders if necessary.</p></body></html> + + + + + <html><head/><body><p>Aspect<span style=" vertical-align:super;">*</span>:</p></body></html> + + + + + Stretch + + + + + 4:3 + + + + + 16:9 + + + + + Adjust + + + + + <html><head/><body><p>Anti-aliasing<span style=" vertical-align:super;">*</span>:</p></body></html> + + + + + + 0 + + + + + + X + + + + + <html><head/><body><p>*requires frame buffer emulation enabled </p></body></html> + + + + + Anisotropic filtering: + + + + + + + <html><head/><body><p><span style=" font-weight:600;">Bilinear filtering:</span></p><p>[standard] - standard texture filtering provided by PC hardware.</p><p>[N64 3point]- emulation of 3 point texture filtering used by the original hardware. Provides less smooth but more authentic look.</p></body></html> + + + + + Texture bilinear filtering: + + + + + standard + + + + + N64 3point + + + + + Texture cache size: + + + + + + MB + + + + + <html><head/><body><p>Select a format, in which screen shots will be saved</p></body></html> + + + + + Screenshots format: + + + + + bmp + + + + + jpeg + + + + + <html><head/><body><p><span style=" font-weight:600;">Language select:</span></p><p>Press the button to invoke language selection dialog. Selected language will be activated after restart of the configuration dialog.</p></body></html> + + + + + Language: + + + + + Emulation + + + + + General settings + + + + + <html><head/><body><p><span style=" font-weight:600;">Enable mip-mapping emulation:</span></p><p>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.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> + + + + + Emulate mip-mapping + + + + + Emulate noise + + + + + <html><head/><body><p><span style=" font-weight:600;">Fog emulation:</span></p><p>Sets fog emulation on//off.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> + + + + + Emulate fog + + + + + Enable hardware lighting + + + + + <html><head/><body><p><span style=" font-weight:600;">Custom game settings:</span></p><p>Ini file may contain custom settings for particular game. These settings provide optimal performance for the game. Custom settings will override user's settings when this option is enabled. Disable to ignore custom settings.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p><p><br/></p></body></html> + + + + + Use custom per-game settings + + + + + Emulate frame buffer + + + + + <html><head/><body><p><span style=" font-weight:600;">Copy frame buffer to RDRAM:</span></p><p>In some games plugin can'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.</p><p>[Recommended: <span style=" font-style:italic;">mostly off (needed only for a few games)</span>]</p></body></html> + + + + + Copy frame buffer to RDRAM + + + + + <html><head/><body><p><span style=" font-weight:600;">Render N64 frame buffer as texture:</span></p><p>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.</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]</p></body></html> + + + + + Render frame buffer as texture + + + + + <html><head/><body><p><span style=" font-weight:600;">Detect CPU write to the N64 frame buffer:</span></p><p>This option works as the previous options, but the plugin is trying to detect, when game uses CPU writes to N64 frame buffer. The N64 frame buffer is rendered only when CPU writes is detected. Use this option for those games, in which you see still image or no image at all for some time with no reason.</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]</p></body></html> + + + + + Detect CPU writes to the frame buffer + + + + + <html><head/><body><p><span style=" font-weight:600;">Copy depth buffer to RDRAM:</span></p><p>This option is required for correct emulation of depth buffer based effects, e.g. coronas. Content of video card's depth buffer is copied into RDRAM area each frame.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> + + + + + Copy depth buffer to RDRAM + + + + + <html><head/><body><p>Use shadres to emulate N64 depth compare modes. <span style=" font-weight:600;">Experimantal!</span></p></body></html> + + + + + Emulate N64 depth compare + + + + + + + <html><head/><body><p><span style=" font-weight:600;">Frame buffer validity check:</span></p><p>For hardware, frame buffer emulation it is essential to know that hardware frame buffer is still valid and can be used as texture. Frame buffer validity means that corresponded area in RDRAM is still used for that buffer. Plugin checks RDRAM context for changes before use of hardware buffer. There are two methods to check RDRAM context:</p><p>1. Write fingerprint to RDRAM. The plugin writes smal portion of data (fingerprint) to buffer area in RDRAM. It helps plugin to detect changes in RDRAM context. Small portion of modifications makes possibility of game crash very low.</p><p>2. Fill RDRAM. Plugin fills RDRAM area for allocated frame buffer with some test value. Frame buffer is valid until all pixels inside the area match that value. it is recommended method for Legend of Zelda.<br/>Warning: This method may cause emulator's crash if actual frame buffer bounds are less than the ones detected by the plugin.</p><p>[Recommended: Write fingerprint to RDRAM]</p></body></html> + + + + + Frame buffer validity check method: + + + + + write fingerprint to RDRAM + + + + + fill buffer in RDRAM with test value + + + + + Textures + + + + + Texture enhancement + + + + + + <html><head/><body><p><span style=" font-weight:600;">Filter:</span></p><p>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. <span style=" font-weight:600;">Smoothing filter 4</span> will have a much more noticeable effect than <span style=" font-weight:600;">Smoothing filter 1</span>.Be aware that performance may have an impact depending on the game and/or the PC.</p><p>[Recommended: your preference]</p></body></html> + + + + + Filter: + + + + + + <html><head/><body><p><span style=" font-weight:600;">Texture enhancement:</span></p><p>12 different filters are selectable here, each one with a distinctive look.Be aware of possible performance impacts.</p><p><span style=" font-weight:600;">IMPORTANT:</span> 'Store' mode - saves textures in cache 'as is'. It can improve performance in games, which load many textures. Disable 'Ignore backgrounds' option for better result.</p><p>[Recommended: your preference]</p></body></html> + + + + + Enhancement: + + + + + + + <html><head/><body><p><span style=" font-weight:600;">Texture cache size:</span></p><p>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. '0' disables cache.</p><p>[Recommended: <span style=" font-style:italic;">PC and game dependant</span>]</p></body></html> + + + + + Texture cache: + + + + + <html><head/><body><p><span style=" font-weight:600;">Ignore Backgrounds:</span></p><p>It is used to skip enhancement for long narrow textures, usually used for backgrounds. This may save texture memory greatly and increase performance.</p><p>[Recommended: <span style=" font-style:italic;">on (off for 'Store' mode)</span>]</p></body></html> + + + + + Ignore backgrounds + + + + + Use texture pack + + + + + <html><head/><body><p><span style=" font-weight:600;">Use Alpha channel fully:</span></p><p>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.</p><p>[Recommended: <span style=" font-style:italic;">texture pack dependant</span>]</p></body></html> + + + + + Use alpha channel fully + + + + + <html><head/><body><p>Alternative CRC calculation:</p><p>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.</p><p>[Recommended: <span style=" font-style:italic;">mostly off, on for really old packs</span>]</p></body></html> + + + + + Alternative CRC calculation + + + + + <html><head/><body><p><span style=" font-weight:600;">Texture dumping mode:</span></p><p>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!</p><p>Hotkeys: <span style=" font-weight:600;">R</span> reloads hires textures from the texture pack - <span style=" font-weight:600;">D</span> toggles texture dumps on/off.</p></body></html> + + + + + Texture dumping/editing mode + + + + + + + <html><head/><body><p>Select color of text messages.</p></body></html> + + + + + Message color: + + + + + + + <html><head/><body><p>Select font and font size for text messages, displayed during texture cache or texture pack save/load.</p></body></html> + + + + + Message font: + + + + + Arial + + + + + Green + + + + + Pick + + + + + Select + + + + + + + <html><head/><body><p>Select path to folder with HD textures packs.<br/>Default: Plugin/hires_texture</p></body></html> + + + + + Texture pack path: + + + + + Choose + + + + + <html><head/><body><p><span style=" font-weight:600;">Force 16bpp textures:</span></p><p>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'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.</p><p>[Recommended: <span style=" font-style:italic;">off</span>]</p></body></html> + + + + + Force 16bpp textures + + + + + <html><head/><body><p><span style=" font-weight:600;">Compress texture cache:</span></p><p>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.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> + + + + + Compress texture cache + + + + + <html><head/><body><p><span style=" font-weight:600;">Save texture cache to HD:</span></p><p>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.</p><p>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.</p><p>Saved cache files go into a folder called <span style=" font-weight:600;">Cache</span> within the Plugins folder.</p><p>[Highly Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> + + + + + Save texture cache to hard disk + + + + + Post filters + + + + + Bloom + + + + + Bloom blend mode: + + + + + Strong + + + + + Mild + + + + + Light + + + + + Blur amount: + + + + + Threshold level: + + + + + Blur strength: + + + + + + + 0 + + + + From 5ba3c4f6b9f516b296e0ca61b508eb547356d2b2 Mon Sep 17 00:00:00 2001 From: Sergey Lipskiy Date: Fri, 1 May 2015 22:43:45 +0600 Subject: [PATCH 2/2] Italian translation by Mark L.R. --- translations/gliden64_it.ts | 237 ++++++++++++++++++------------------ 1 file changed, 119 insertions(+), 118 deletions(-) diff --git a/translations/gliden64_it.ts b/translations/gliden64_it.ts index 8d1fed90..bd0fb930 100644 --- a/translations/gliden64_it.ts +++ b/translations/gliden64_it.ts @@ -6,77 +6,77 @@ About GLideN64 - + Riguardo a GlideN64 Authors - + Autori Sergey Lipskiy - + developer - + Sviluppatore Olivieryuyu - + beta tester - + Beta Tester Main funders - + Finanziatori Principali Anthony Heathcoat - + Paul Lamb - + daman6009 - + Mush Man - + zolcos - + zilmar - + neko9876 - + Funders - + Finanziatori @@ -212,12 +212,12 @@ p, li { white-space: pre-wrap; } <p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">sweatypickle</span></p> <p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">jeremydmiller</span></p> <p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt;">... and others</span></p></body></html> - + Credits - + Crediti @@ -230,7 +230,7 @@ p, li { white-space: pre-wrap; } <p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt; font-weight:600;">ziggy</span><span style=" font-size:10pt;"> - author of </span><span style=" font-size:10pt; text-decoration: underline;">z64</span><span style=" font-size:10pt;"> OpenGL LLE plugin</span></p> <p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:10pt; font-weight:600;">Nathaniel Meyer</span><span style=" font-size:10pt;"> - author of the blur shader. Copyright: Nutty Software</span></p> <p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:10pt;"><br /></p></body></html> - + @@ -238,44 +238,44 @@ p, li { white-space: pre-wrap; } GLideN64 settings - + Impostazioni di Gliden64 Video - + <html><head/><body><p><span style=" font-weight:600;">Full screen resolution:</span></p><p>This sets the full screen resolution. All the resolutions that your video card/monitor supports should be displayed.</p><p>[Recommended: <span style=" font-style:italic;">native (max) resolution of your monitor - unless performance becomes an issue</span>]</p></body></html> - + <html><head/><body><p><span style=" font-weight:600;">Risoluzione a schermo intero:</span></p><p>Questa opzione modifica la risoluzione del gioco a schermo intero. Tutte le risoluzioni supportate dal monitor e dalla scheda grafica sono visualizzate.</p><p>[Consiglio: <span style=" font-style:italic;">Seleziona la risoluzione nativa (massima) dello schermo, riducila se riscontri problemi di performance.</span>]</p></body></html> Full screen resolution: - + Risoluzione a schermo intero: <html><head/><body><p><span style=" font-weight:600;">Resolution:</span></p><p>This option selects resolution for windowed mode.</p><p>[Recommended: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> - + <html><head/><body><p><span style=" font-weight:600;">Risoluzione:</span></p><p>Questa opzione modifica la risoluzione del gioco in modalità finestra.</p><p>[Consiglio: <span style=" font-style:italic;">640x480, 800x600, 1024x768</span>]</p></body></html> Windowed resolution: - + Risoluzione finestra: Refresh rate: - + Frequenza di aggiornamento: Resolution: - + Risoluzione: @@ -283,481 +283,482 @@ p, li { white-space: pre-wrap; } <html><head/><body><p><span style=" font-weight:600;">Aspect ratio of the output.</span></p><p>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 <span style=" font-weight:600;">Stretch</span> mode the output will be stretched to the entire screen, other modes may add black borders if necessary.</p></body></html> - + <html><head/><body><p><span style=" font-weight:600;">Rapporto d'aspetto.</span></p><p>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 <span style=" font-weight:600;">Adatta</span> l'immagine verrà allargata fino a coprire tutta la superficie dello schermo, nelle altre mdalità verranno aggiunte bande nere se necessario.</p></body></html> <html><head/><body><p>Aspect<span style=" vertical-align:super;">*</span>:</p></body></html> - + <html><head/><body><p>Aspetto<span style=" vertical-align:super;">*</span>:</p></body></html> Stretch - + Adatta 4:3 - + 16:9 - + Adjust - + Ottimizza <html><head/><body><p>Anti-aliasing<span style=" vertical-align:super;">*</span>:</p></body></html> - + 0 - + X - + <html><head/><body><p>*requires frame buffer emulation enabled </p></body></html> - + <html><head/><body><p>*richiede che l'emulazione frame buffer sia attiva </p></body></html> Anisotropic filtering: - + Filtro Anisotropico: <html><head/><body><p><span style=" font-weight:600;">Bilinear filtering:</span></p><p>[standard] - standard texture filtering provided by PC hardware.</p><p>[N64 3point]- emulation of 3 point texture filtering used by the original hardware. Provides less smooth but more authentic look.</p></body></html> - + <html><head/><body><p><span style=" font-weight:600;">Filtro bilineare:</span></p><p>[standard] - Filtraggio delle texture come da specifiche del PC.</p><p>[N64 3point]- simulazione del filtro a 3 punti utilizzato dal N64, per un look meno sfumato ma più autentico.</p></body></html> Texture bilinear filtering: - + Filtro bilineare delle texture: standard - + N64 3point - + Texture cache size: - + Dimensione cache texture: MB - + <html><head/><body><p>Select a format, in which screen shots will be saved</p></body></html> - + Seleziona il formato per il salvataggio degli screenshot Screenshots format: - + Formato screenshot: bmp - + jpeg - + <html><head/><body><p><span style=" font-weight:600;">Language select:</span></p><p>Press the button to invoke language selection dialog. Selected language will be activated after restart of the configuration dialog.</p></body></html> - + <html><head/><body><p><span style=" font-weight:600;">Seleziona lingua:</span></p><p>Clicca per selezionare la lingua dell'interfaccia. La modifica sarà attiva dopo il riavvio della schermata di configurazione.</p></body></html> Language: - + Lingua: Emulation - + Emulazione General settings - + Impostazioni generali <html><head/><body><p><span style=" font-weight:600;">Enable mip-mapping emulation:</span></p><p>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.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> - + <html><head/><body><p><span style=" font-weight:600;">Abilita emulazione mip-mapping:</span></p><p>Il N64 utilizza uno speciale algoritmo per il mip-mapping, che non è riproducibile sull'hardware del PC. Questa opzione approssima l'effetto utilizzando gli shader.</p><p>[Consiglio: <span style=" font-style:italic;">on</span>]</p></body></html> Emulate mip-mapping - + Emulazione mip-mapping Emulate noise - + Emula effetto rumore video <html><head/><body><p><span style=" font-weight:600;">Fog emulation:</span></p><p>Sets fog emulation on//off.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> - + <html><head/><body><p><span style=" font-weight:600;">Emula effetto nebbia:</span></p><p>Imposta l'emulazione dell'effetto nebbia.</p><p>[Consiglio: <span style=" font-style:italic;">on</span>]</p></body></html> Emulate fog - + Emulazione effetto nebbia Enable hardware lighting - + Utilizza illuminazione hardware <html><head/><body><p><span style=" font-weight:600;">Custom game settings:</span></p><p>Ini file may contain custom settings for particular game. These settings provide optimal performance for the game. Custom settings will override user's settings when this option is enabled. Disable to ignore custom settings.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p><p><br/></p></body></html> - + <html><head/><body><p><span style=" font-weight:600;">Impostazioni ottimizzate per i giochi:</span></p><p>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'utente se questa opzione è attiva. Disabilitala per utilizzare impostazioni personalizzate.</p><p>[Consiglio: <span style=" font-style:italic;">on</span>]</p><p><br/></p></body></html> Use custom per-game settings - + Usa impostazioni ottimizzate per i giochi Emulate frame buffer - + Emula il frame buffer <html><head/><body><p><span style=" font-weight:600;">Copy frame buffer to RDRAM:</span></p><p>In some games plugin can'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.</p><p>[Recommended: <span style=" font-style:italic;">mostly off (needed only for a few games)</span>]</p></body></html> - + <html><head/><body><p><span style=" font-weight:600;">Copia il frame buffer nella RDRAM:</span></p><p>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.</p><p>[Consiglio: <span style=" font-style:italic;">Generalmente off (è utilizzato solo in alcuni giochi)</span>]</p></body></html> Copy frame buffer to RDRAM - + Copia frame buffer nella RDRAM <html><head/><body><p><span style=" font-weight:600;">Render N64 frame buffer as texture:</span></p><p>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.</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]</p></body></html> - + <html><head/><body><p><span style=" font-weight:600;">Renderizza il frame buffer come texture:</span></p><p>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.</p><p>[Consiglio: <span style=" font-style:italic;">generalmente off</span>]</p></body></html> Render frame buffer as texture - + Renderizza il frame buffer come texture <html><head/><body><p><span style=" font-weight:600;">Detect CPU write to the N64 frame buffer:</span></p><p>This option works as the previous options, but the plugin is trying to detect, when game uses CPU writes to N64 frame buffer. The N64 frame buffer is rendered only when CPU writes is detected. Use this option for those games, in which you see still image or no image at all for some time with no reason.</p><p>[Recommended: <span style=" font-style:italic;">mostly off</span>]</p></body></html> - + <html><head/><body><p><span style=" font-weight:600;">Rileva scritture CPU verso il frame buffer:</span></p><p>Questa opzione funziona come la precedente, ma il plugin in questo caso cercherà di rilevare quando il gioco utilizza scrittre CPU verso il frame buffer. Il frame buffer del N64 è renderizzato solo quando scritture CPU sono state rilevate. Utilizza questa opzione per quei giochi nei quali vedi errori grafici come fotogrammi impressi o schermate vuote.</p><p>[Consiglio: <span style=" font-style:italic;">Generalmente off</span>]</p></body></html> Detect CPU writes to the frame buffer - + Rileva scritture CPU verso il frame buffer <html><head/><body><p><span style=" font-weight:600;">Copy depth buffer to RDRAM:</span></p><p>This option is required for correct emulation of depth buffer based effects, e.g. coronas. Content of video card's depth buffer is copied into RDRAM area each frame.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> - + <html><head/><body><p><span style=" font-weight:600;">Copia buffer di profondità verso RDRAM:</span></p><p>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.</p><p>[Consiglio: <span style=" font-style:italic;">on</span>]</p></body></html> Copy depth buffer to RDRAM - + Copia buffer di profondità nella RDRAM <html><head/><body><p>Use shadres to emulate N64 depth compare modes. <span style=" font-weight:600;">Experimantal!</span></p></body></html> - + <html><head/><body><p>Utilizza shader per emulare le modalità di comparazione profondità del N64. <span style=" font-weight:600;">Sperimentale!</span></p></body></html> Emulate N64 depth compare - + Emula comparazione di profondità del N64 <html><head/><body><p><span style=" font-weight:600;">Frame buffer validity check:</span></p><p>For hardware, frame buffer emulation it is essential to know that hardware frame buffer is still valid and can be used as texture. Frame buffer validity means that corresponded area in RDRAM is still used for that buffer. Plugin checks RDRAM context for changes before use of hardware buffer. There are two methods to check RDRAM context:</p><p>1. Write fingerprint to RDRAM. The plugin writes smal portion of data (fingerprint) to buffer area in RDRAM. It helps plugin to detect changes in RDRAM context. Small portion of modifications makes possibility of game crash very low.</p><p>2. Fill RDRAM. Plugin fills RDRAM area for allocated frame buffer with some test value. Frame buffer is valid until all pixels inside the area match that value. it is recommended method for Legend of Zelda.<br/>Warning: This method may cause emulator's crash if actual frame buffer bounds are less than the ones detected by the plugin.</p><p>[Recommended: Write fingerprint to RDRAM]</p></body></html> - + <html><head/><body><p><span style=" font-weight:600;">Controllo validità frame buffer:</span></p><p>Per l'hardware è necessario rilevare la validità del frame buffer per utilizzarlo come texture. Per validità si intende che l'area corrispondente nella RDRAM è ancora utilizzata per quel buffer. Il plugin controlla i cambiamenti nel contesto della RDRAM prima di utilizzare il buffer. Ci sono due metodi per controllare il contesto della RDRAM:</p><p>1. Scrivi impronta nella RDRAM. Il plugin scrive una piccola porzione di dati (impronta) nell'area del buffer nella RDRAM. Questo aiuta il plugin a rilevare cambiamenti nel contesto della RDRAM. Questo abbassa le probablitià che il gioco si blocchi per errori.</p><p>2. Riempi RDRAM. Il plugin riempie l'area allocata al frame buffer della RDRAM con un valore di test. Il frame buffer è valido finchè tutti i pixel all'interno dell'area corrispondono al valore. Questo metodo è consigliato quando si gioca a The Legend of Zelda.<br/>Attenzione: questa impostazione potrebbe causare il crash dell'emulatore se i bordi del frame buffer sono minori di quelli rilevati dal plugin.</p><p>[Consiglio: Scrivi impronta nella RDRAM]</p></body></html> Frame buffer validity check method: - + Controllo validità frame buffer: write fingerprint to RDRAM - + Scrivi impronta nella RDRAM fill buffer in RDRAM with test value - + Riempi buffer RDRAM con valore di test Textures - + Texture enhancement - + Miglioramenti texture <html><head/><body><p><span style=" font-weight:600;">Filter:</span></p><p>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. <span style=" font-weight:600;">Smoothing filter 4</span> will have a much more noticeable effect than <span style=" font-weight:600;">Smoothing filter 1</span>.Be aware that performance may have an impact depending on the game and/or the PC.</p><p>[Recommended: your preference]</p></body></html> - + <html><head/><body><p><span style=" font-weight:600;">Filtro:</span></p><p>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'effetto, per esempio <span style=" font-weight:600;">Filtro smussatura 4</span> avrà un effetto molto più intenso di <span style=" font-weight:600;">Filtro smussatura 1</span>.L'utilizzo di questo effetto potrebbe ridurre le performance a seconda dell'hardware del PC e del gioco.</p><p>[Consiglio: preferenza personale]</p></body></html> Filter: - + Filtro: <html><head/><body><p><span style=" font-weight:600;">Texture enhancement:</span></p><p>12 different filters are selectable here, each one with a distinctive look.Be aware of possible performance impacts.</p><p><span style=" font-weight:600;">IMPORTANT:</span> 'Store' mode - saves textures in cache 'as is'. It can improve performance in games, which load many textures. Disable 'Ignore backgrounds' option for better result.</p><p>[Recommended: your preference]</p></body></html> - + <html><head/><body><p><span style=" font-weight:600;">Miglioramento texture:</span></p><p>Si può scegliere tra 12 effetti di miglioramento texture. Potrebbero avere un impatto sulle performance del gioco.</p><p><span style=" font-weight:600;">IMPORTANTE:</span> 'Modalità "Archivia" (Store) - salva le texture nella cache così come sono. Potrebbe migliorare le performance in alcuni giochi, specialmente quelli che caricano molte texture. Disabilita "Ignora sfondi" per un risultato migliore.</p><p>[Consiglio: Preferenza personale]</p></body></html> Enhancement: - + Miglioramento: <html><head/><body><p><span style=" font-weight:600;">Texture cache size:</span></p><p>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. '0' disables cache.</p><p>[Recommended: <span style=" font-style:italic;">PC and game dependant</span>]</p></body></html> - + <html><head/><body><p><span style=" font-weight:600;">Dimensione cache texture:</span></p><p>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'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'impostazione a seconda del gioco o se riscontri problemi di performance. '0' disabilita la cache.</p><p>[Consiglio: <span style=" font-style:italic;">A seconda del gioco e della potenza del sistema</span>]</p></body></html> Texture cache: - + Cache texture: <html><head/><body><p><span style=" font-weight:600;">Ignore Backgrounds:</span></p><p>It is used to skip enhancement for long narrow textures, usually used for backgrounds. This may save texture memory greatly and increase performance.</p><p>[Recommended: <span style=" font-style:italic;">on (off for 'Store' mode)</span>]</p></body></html> - + <html><head/><body><p><span style=" font-weight:600;">Ignora gli sfondi:</span></p><p>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.</p><p>[Consiglio: <span style=" font-style:italic;">on (off per modalità "Archivia")</span>]</p></body></html> Ignore backgrounds - + Ignora gli sfondi Use texture pack - + Utilizza un pacchetto texture modificate <html><head/><body><p><span style=" font-weight:600;">Use Alpha channel fully:</span></p><p>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.</p><p>[Recommended: <span style=" font-style:italic;">texture pack dependant</span>]</p></body></html> - + <html><head/><body><p><span style=" font-weight:600;">Utilizzo canale Alpha completo:</span></p><p>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.</p><p>[Consiglio: <span style=" font-style:italic;">a seconda del pacchetto utilizzato</span>]</p></body></html> Use alpha channel fully - + Utilizza il canale alpha completo <html><head/><body><p>Alternative CRC calculation:</p><p>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.</p><p>[Recommended: <span style=" font-style:italic;">mostly off, on for really old packs</span>]</p></body></html> - + <html><head/><body><p>Calcolo del CRC alternativo:</p><p>Questa opzione abilita l'emulazione di un errore di calcolo del CRC in RiceVideo. Se le texture non vengono caricate correttamente, prova a cambiare questa opzione.</p><p>[Consiglio: <span style=" font-style:italic;">Generalmente off, attivare solo per alcuni pacchetti particolarmente datati.</span>]</p></body></html> Alternative CRC calculation - + Calcolo CRC alternativo <html><head/><body><p><span style=" font-weight:600;">Texture dumping mode:</span></p><p>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!</p><p>Hotkeys: <span style=" font-weight:600;">R</span> reloads hires textures from the texture pack - <span style=" font-weight:600;">D</span> toggles texture dumps on/off.</p></body></html> - + <html><head/><body><p><span style=" font-weight:600;">Modalità salvataggio texture:</span></p><p>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'aspetto - molto pù rapido!</p><p>Scorciatoie da tastiera: <span style=" font-weight:600;">R</span> ricarica le texture dal pacchetto - <span style=" font-weight:600;">D</span> attiva o disattiva il salvataggio delle texture su disco.</p></body></html> Texture dumping/editing mode - + Modalità salvataggio e modifica texture <html><head/><body><p>Select color of text messages.</p></body></html> - + Scelta colori dei messaggi a schermo. + <html><head/><body><p>Select color of text messages.</p></body></html> Message color: - + Colore messaggi: <html><head/><body><p>Select font and font size for text messages, displayed during texture cache or texture pack save/load.</p></body></html> - + <html><head/><body><p>Seleziona il font e la dimensione per i messaggi a schermo visualizzati durante il salvataggio o il salvataggio/ricarica del pacchetto texture.</p></body></html> Message font: - + Font messaggi: Arial - + Green - + Verde Pick - + Scegli Select - + Seleziona <html><head/><body><p>Select path to folder with HD textures packs.<br/>Default: Plugin/hires_texture</p></body></html> - + <html><head/><body><p>Scegli directory cartella pacchetti texture.<br/>Default: Plugin/hires_texture</p></body></html> Texture pack path: - + Percorso cartella pacchetti texture: Choose - + Seleziona <html><head/><body><p><span style=" font-weight:600;">Force 16bpp textures:</span></p><p>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'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.</p><p>[Recommended: <span style=" font-style:italic;">off</span>]</p></body></html> - + <html><head/><body><p><span style=" font-weight:600;">Forza texture a 16bpp:</span></p><p>Il colore delle texture verrà ridotto a 16bpp.Questo ridurrà l'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.</p><p>[Consiglio: <span style=" font-style:italic;">off</span>]</p></body></html> Force 16bpp textures - + Forza texture a 16bpp <html><head/><body><p><span style=" font-weight:600;">Compress texture cache:</span></p><p>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.</p><p>[Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> - + <html><head/><body><p><span style=" font-weight:600;">Comprimi cache texture:</span></p><p>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.</p><p>[Consiglio: <span style=" font-style:italic;">on</span>]</p></body></html> Compress texture cache - + Comprimi cache texture <html><head/><body><p><span style=" font-weight:600;">Save texture cache to HD:</span></p><p>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.</p><p>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.</p><p>Saved cache files go into a folder called <span style=" font-weight:600;">Cache</span> within the Plugins folder.</p><p>[Highly Recommended: <span style=" font-style:italic;">on</span>]</p></body></html> - + <html><head/><body><p><span style=" font-weight:600;">Salva cache texture su disco:</span></p><p>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'uso, migliorando le performance.</p><p>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'unico svantaggio di questa opzione è che se verrà modificato il pacchetto di texture, il file di cache dovrà essere cancellato a mano.</p><p>I file di cache vengono salvati nella cartella <span style=" font-weight:600;">Cache</span> all'interno della cartella Plugins dell'emulatore.</p><p>[Vivamente consigliato: <span style=" font-style:italic;">on</span>]</p></body></html> Save texture cache to hard disk - + Salva cache texture su disco Post filters - + Filtri "post" Bloom - + Bagliore Bloom blend mode: - + Effetto bagliore: Strong - + Forte Mild - + Moderato Light - + Lieve Blur amount: - + Effetto sfocatura: Threshold level: - + Livello di soglia: Blur strength: - + Intensità sfocatura: 0 - +