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GLideN64/translations/gliden64_it.ts
Sergey Lipskiy 10c8878a34 Correct GUI options names and tooltips.
Update translation files.
2016-08-27 13:05:00 +07:00

955 lines
101 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE TS>
<TS version="2.1" language="it_IT">
<context>
<name>AboutDialog</name>
<message>
<location filename="AboutDialog.ui" line="35"/>
<source>About GLideN64</source>
<translation>Riguardo a GlideN64</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="66"/>
<source>Authors</source>
<translation>Autori</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="309"/>
<source>&lt;!DOCTYPE HTML PUBLIC &quot;-//W3C//DTD HTML 4.0//EN&quot; &quot;http://www.w3.org/TR/REC-html40/strict.dtd&quot;&gt;
&lt;html&gt;&lt;head&gt;&lt;meta name=&quot;qrichtext&quot; content=&quot;1&quot; /&gt;&lt;style type=&quot;text/css&quot;&gt;
p, li { white-space: pre-wrap; }
&lt;/style&gt;&lt;/head&gt;&lt;body style=&quot; font-family:&apos;MS Shell Dlg 2&apos;; font-size:8.25pt; font-weight:400; font-style:normal;&quot;&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;Ryan Rosser&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;Amadeus Sterl&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;Narann&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;camara_luiz&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;weinerschnitzel&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;microdev&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;Thomas Ginelli&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;ace977&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;patryk.szalanski&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;Detomine&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;itasovski&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;keithclark1985&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;josephrmoore&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;fckyourlies&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;dougforr&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;camdenfurse&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;grandslam810&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;rictic&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;Fred Lambes&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;David Vercruyssen&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;danielgormly&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;lukecool&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;rhilsky&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;phillipstuerzl&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;killjoy1337&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;ratop46 &lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;william.a.moore&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;RSP16&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;kzidek127&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;Dan Holberg&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;178amm&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;peterchrjoergensen&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;hill_jm&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;petercullenbryan&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;Christopher M Rock&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;Kenny.R.Mitchell&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;Kevin Grasso&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;mtgyure&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;Anthony Heathcoat&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;Liam Burns&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;Steven Impson&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;Gwyn.Whieldon&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;hipnotoad&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;shmuklidooha&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;bcanard123&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;Ben Slater&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;Mike Nagy&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;littlegreendude55&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;Jay Loring&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;Damion D&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;heranbago&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;baptiste.guilbert&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;shadowpower69&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;j.mcguirk72&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;Peter Greenwood&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;fla56&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;Sergio &lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;theboy_181&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;Jindo Fox&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;s1n.pcc&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;rafaelvasco &lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;copileo&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;hugues.fabien&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;seanmcm157&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;David Morris&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;Jason Lightner&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;olivier_crepin77&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;Paul Lamb&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;thegump2.0&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;Bates&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;cdoublejj&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;buddybenj&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;don.carmical&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;kyussgreen&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;info1092&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;YQ &lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;Allan Nordhøy&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;christian010&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;creuseur2patateradio&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;chrisbevanlee&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;theschklingen&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;&quot;&gt;&lt;span style=&quot; font-size:10pt;&quot;&gt;Thomas Lindstrøm&lt;/span&gt;&lt;/p&gt;
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<message>
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<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"/>
<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"/>
<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"/>
<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"/>
<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"/>
<source>Texture bilinear filtering:</source>
<translation>Filtro bilineare delle texture:</translation>
</message>
<message>
<location filename="configDialog.ui" line="470"/>
<source>standard</source>
<translation></translation>
</message>
<message>
<location filename="configDialog.ui" line="483"/>
<source>N64 3point</source>
<translation></translation>
</message>
<message>
<location filename="configDialog.ui" line="503"/>
<source>Texture cache size:</source>
<translation>Dimensione cache texture:</translation>
</message>
<message>
<location filename="configDialog.ui" line="529"/>
<location filename="configDialog.ui" line="1267"/>
<source>MB</source>
<translation></translation>
</message>
<message>
<location filename="configDialog.ui" line="579"/>
<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"/>
<source>Screenshots format:</source>
<translation>Formato screenshot:</translation>
</message>
<message>
<location filename="configDialog.ui" line="589"/>
<source>bmp</source>
<translation></translation>
</message>
<message>
<location filename="configDialog.ui" line="599"/>
<source>jpeg</source>
<translation></translation>
</message>
<message>
<location filename="configDialog.ui" line="655"/>
<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"/>
<source>Language:</source>
<translation>Lingua:</translation>
</message>
<message>
<location filename="configDialog.ui" line="682"/>
<source>Emulation</source>
<translation>Emulazione</translation>
</message>
<message>
<location filename="configDialog.ui" line="688"/>
<source>General settings</source>
<translation>Impostazioni generali</translation>
</message>
<message>
<location filename="configDialog.ui" line="694"/>
<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"/>
<source>Emulate mip-mapping</source>
<translation>Emulazione mip-mapping</translation>
</message>
<message>
<location filename="configDialog.ui" line="704"/>
<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"/>
<source>Emulate noise</source>
<translation>Emula effetto rumore video</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;Fog emulation:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Sets fog emulation on//off.&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="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Emula effetto nebbia:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Imposta l&apos;emulazione dell&apos;effetto nebbia.&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>
<source>Emulate fog</source>
<translation type="vanished">Emulazione effetto nebbia</translation>
</message>
<message>
<source>Enable hardware lighting</source>
<translation type="vanished">Utilizza illuminazione hardware</translation>
</message>
<message>
<location filename="configDialog.ui" line="724"/>
<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"/>
<source>Enable shaders storage</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="734"/>
<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>
</message>
<message>
<location filename="configDialog.ui" line="737"/>
<source>Use custom per-game settings</source>
<translation>Usa impostazioni ottimizzate per i giochi</translation>
</message>
<message>
<location filename="configDialog.ui" line="759"/>
<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"/>
<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"/>
<source>Fix black lines between texrects</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="803"/>
<source>smart</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="816"/>
<source>force</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="828"/>
<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"/>
<source>Render texrects in native resolution</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="841"/>
<source>Emulate frame buffer</source>
<translation>Emula il frame buffer</translation>
</message>
<message>
<location filename="configDialog.ui" line="874"/>
<source>General options</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="901"/>
<location filename="configDialog.ui" line="911"/>
<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"/>
<source>Buffer swap mode:</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="915"/>
<source>On Vertical Interrupt</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="920"/>
<source>On VI origin change</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="925"/>
<source>On color buffer change</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="948"/>
<source>Copy auxiliary color buffers to RDRAM</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="970"/>
<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"/>
<source>Buffers read/write with emulator help</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="992"/>
<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"/>
<source>Do not use emulator help</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1004"/>
<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"/>
<source>Read color buffer by chunks</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1014"/>
<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"/>
<source>Read depth buffer by chunks</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1035"/>
<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>
<message>
<location filename="configDialog.ui" line="1038"/>
<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"/>
<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"/>
<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"/>
<source>from VRAM</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1148"/>
<source>software</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1281"/>
<source>Decrease color banding</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1699"/>
<source>Gamma correction</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1705"/>
<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"/>
<source>Force gamma correction</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1726"/>
<location filename="configDialog.ui" line="1742"/>
<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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<message>
<location filename="configDialog.ui" line="1729"/>
<source>Gamma correction level:</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"/>
<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"/>
<source>disable</source>
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<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"/>
<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"/>
<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"/>
<source>Enable hardware lighting (HLE only!)</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="945"/>
<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"/>
<source>sync</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1095"/>
<source>async</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1160"/>
<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"/>
<source>Render frame buffer as texture</source>
<translation>Renderizza il frame buffer come texture</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;Detect CPU write to the N64 frame buffer:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;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.&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 type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Rileva scritture CPU verso il frame buffer:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;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.&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>
<source>Detect CPU writes to the frame buffer</source>
<translation type="vanished">Rileva scritture CPU verso il frame buffer</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 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. Content of video card&apos;s depth buffer is copied into RDRAM area each frame.&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="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"/>
<source>Copy depth buffer to RDRAM</source>
<translation>Copia buffer di profondità nella RDRAM</translation>
</message>
<message>
<location filename="configDialog.ui" line="935"/>
<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"/>
<source>Emulate N64 depth compare</source>
<translation>Emula comparazione di profondità del N64</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;Frame buffer validity check:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;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:&lt;/p&gt;&lt;p&gt;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.&lt;/p&gt;&lt;p&gt;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.&lt;br/&gt;Warning: This method may cause emulator&apos;s crash if actual frame buffer bounds are less than the ones detected by the plugin.&lt;/p&gt;&lt;p&gt;[Recommended: Write fingerprint to RDRAM]&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;Controllo validità frame buffer:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Per l&apos;hardware è necessario rilevare la validità del frame buffer per utilizzarlo come texture. Per validità si intende che l&apos;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:&lt;/p&gt;&lt;p&gt;1. Scrivi impronta nella RDRAM. Il plugin scrive una piccola porzione di dati (impronta) nell&apos;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.&lt;/p&gt;&lt;p&gt;2. Riempi RDRAM. Il plugin riempie l&apos;area allocata al frame buffer della RDRAM con un valore di test. Il frame buffer è valido finchè tutti i pixel all&apos;interno dell&apos;area corrispondono al valore. Questo metodo è consigliato quando si gioca a The Legend of Zelda.&lt;br/&gt;Attenzione: questa impostazione potrebbe causare il crash dell&apos;emulatore se i bordi del frame buffer sono minori di quelli rilevati dal plugin.&lt;/p&gt;&lt;p&gt;[Consiglio: Scrivi impronta nella RDRAM]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<source>Frame buffer validity check method:</source>
<translation type="vanished">Controllo validità frame buffer:</translation>
</message>
<message>
<source>write fingerprint to RDRAM</source>
<translation type="vanished">Scrivi impronta nella RDRAM</translation>
</message>
<message>
<source>fill buffer in RDRAM with test value</source>
<translation type="vanished">Riempi buffer RDRAM con valore di test</translation>
</message>
<message>
<location filename="configDialog.ui" line="1177"/>
<source>Textures</source>
<translation></translation>
</message>
<message>
<location filename="configDialog.ui" line="1183"/>
<source>Texture enhancement</source>
<translation>Miglioramenti texture</translation>
</message>
<message>
<location filename="configDialog.ui" line="1191"/>
<location filename="configDialog.ui" line="1201"/>
<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"/>
<source>Filter:</source>
<translation>Filtro:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1208"/>
<location filename="configDialog.ui" line="1218"/>
<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>
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<message>
<location filename="configDialog.ui" line="1211"/>
<source>Enhancement:</source>
<translation>Miglioramento:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1235"/>
<location filename="configDialog.ui" line="1251"/>
<location filename="configDialog.ui" line="1264"/>
<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"/>
<source>Texture cache:</source>
<translation>Cache texture:</translation>
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<message>
<location filename="configDialog.ui" line="1278"/>
<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>
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<message>
<location filename="configDialog.ui" line="1288"/>
<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>
</message>
<message>
<location filename="configDialog.ui" line="1291"/>
<source>Ignore backgrounds</source>
<translation>Ignora gli sfondi</translation>
</message>
<message>
<location filename="configDialog.ui" line="1303"/>
<source>Use texture pack</source>
<translation>Utilizza un pacchetto texture modificate</translation>
</message>
<message>
<location filename="configDialog.ui" line="1312"/>
<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>
</message>
<message>
<location filename="configDialog.ui" line="1315"/>
<source>Use alpha channel fully</source>
<translation>Utilizza il canale alpha completo</translation>
</message>
<message>
<location filename="configDialog.ui" line="1322"/>
<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"/>
<source>Alternative CRC calculation</source>
<translation>Calcolo CRC alternativo</translation>
</message>
<message>
<location filename="configDialog.ui" line="1335"/>
<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"/>
<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"/>
<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"/>
<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>
</message>
<message>
<location filename="configDialog.ui" line="1374"/>
<source>Message font:</source>
<translation>Font messaggi:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1384"/>
<source>Arial</source>
<translation></translation>
</message>
<message>
<location filename="configDialog.ui" line="1397"/>
<source>Green</source>
<translation>Verde</translation>
</message>
<message>
<location filename="configDialog.ui" line="1410"/>
<source>Pick</source>
<translation>Scegli</translation>
</message>
<message>
<location filename="configDialog.ui" line="1426"/>
<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"/>
<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"/>
<source>Texture pack path:</source>
<translation>Percorso cartella pacchetti texture:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1471"/>
<source>Choose</source>
<translation>Seleziona</translation>
</message>
<message>
<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;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>
</message>
<message>
<location filename="configDialog.ui" line="1488"/>
<source>Force 16bpp textures</source>
<translation>Forza texture a 16bpp</translation>
</message>
<message>
<location filename="configDialog.ui" line="1495"/>
<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>
</message>
<message>
<location filename="configDialog.ui" line="1498"/>
<source>Compress texture cache</source>
<translation>Comprimi cache texture</translation>
</message>
<message>
<location filename="configDialog.ui" line="1505"/>
<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>
</message>
<message>
<location filename="configDialog.ui" line="1508"/>
<source>Save texture cache to hard disk</source>
<translation>Salva cache texture su disco</translation>
</message>
<message>
<location filename="configDialog.ui" line="1522"/>
<source>Post filters</source>
<translation>Filtri &quot;post&quot;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1528"/>
<source>Bloom</source>
<translation>Bagliore</translation>
</message>
<message>
<location filename="configDialog.ui" line="1542"/>
<source>Bloom blend mode:</source>
<translation>Effetto bagliore:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1549"/>
<source>Strong</source>
<translation>Forte</translation>
</message>
<message>
<location filename="configDialog.ui" line="1559"/>
<source>Mild</source>
<translation>Moderato</translation>
</message>
<message>
<location filename="configDialog.ui" line="1569"/>
<source>Light</source>
<translation>Lieve</translation>
</message>
<message>
<location filename="configDialog.ui" line="1602"/>
<source>Blur amount:</source>
<translation>Effetto sfocatura:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1628"/>
<source>Threshold level:</source>
<translation>Livello di soglia:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1635"/>
<source>Blur strength:</source>
<translation>Intensità sfocatura:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1661"/>
<location filename="configDialog.ui" line="1668"/>
<location filename="configDialog.ui" line="1681"/>
<source> 0</source>
<translation></translation>
</message>
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