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GLideN64/translations/gliden64_de.ts
2017-02-25 20:32:19 +07:00

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<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE TS>
<TS version="2.1" language="de_DE">
<context>
<name>AboutDialog</name>
<message>
<location filename="AboutDialog.ui" line="17"/>
<source>About GLideN64</source>
<translation>Über GLideN64</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="80"/>
<source>About</source>
<translation>Über</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="102"/>
<source>The next generation open source graphics plugin for N64 emulators.</source>
<translation>Das N64 Open-Source Grafik-Plugin der nächsten Generation.</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="125"/>
<source>Authors</source>
<translation>Autoren</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="145"/>
<source>Developer</source>
<translation>Entwickler</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="169"/>
<source>Beta tester</source>
<translation>Betatester</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="193"/>
<source>GUI designer</source>
<translation>Oberflächendesigner</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="207"/>
<source>Contributors</source>
<translation>Beiträger</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="463"/>
<source>... and more</source>
<extracomment>Refers to more funders</extracomment>
<translation>... und mehr</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="591"/>
<source>Author of the blur shader
© Nutty Software</source>
<translation>Autor des Blur Shaders
© Nutty Software</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="495"/>
<source>Author of the original glN64 graphics plugin</source>
<translation>Autor des originalen glN64 Grafikplugins</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="519"/>
<source>Author of gles2n64, a port of glN64 to GL ES 2.0</source>
<translation>Autor des glesn64 Grafikplugins, einem GLES 2.0 Port von glN64</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="543"/>
<source>Author of the GlideHQ texture library</source>
<translation>Autor der GlideHQ Texturbibliothek</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="567"/>
<source>Author of z64, an OpenGL LLE plugin</source>
<translation>Autor von z64, einem OpenGL LLE Grafikplugin</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="265"/>
<source>Funders</source>
<translation>Finanzierer</translation>
</message>
<message>
<location filename="AboutDialog.ui" line="475"/>
<source>Credits</source>
<translation>Danksagung</translation>
</message>
</context>
<context>
<name>ConfigDialog</name>
<message>
<location filename="configDialog.ui" line="43"/>
<source>Video</source>
<translation>Video</translation>
</message>
<message>
<location filename="configDialog.ui" line="80"/>
<source>Full screen resolution:</source>
<translation>Vollbild-Auflösung:</translation>
</message>
<message>
<location filename="configDialog.ui" line="128"/>
<source>Windowed resolution:</source>
<translation>Fenster-Auflösung:</translation>
</message>
<message>
<location filename="configDialog.ui" line="92"/>
<source>Refresh rate:</source>
<translation>Aktualisierungsrate:</translation>
</message>
<message>
<location filename="configDialog.ui" line="140"/>
<location filename="configDialog.ui" line="271"/>
<source>W:</source>
<extracomment>Abbreviation for &quot;width&quot;.</extracomment>
<translation>W:</translation>
</message>
<message>
<location filename="configDialog.ui" line="182"/>
<location filename="configDialog.ui" line="313"/>
<source>H:</source>
<extracomment>Abbreviation for &quot;height&quot;.</extracomment>
<translation>H:</translation>
</message>
<message>
<location filename="configDialog.ui" line="392"/>
<source>Stretch</source>
<translation>Strecken</translation>
</message>
<message>
<location filename="configDialog.ui" line="382"/>
<source>16:9</source>
<extracomment>Aspect ratio</extracomment>
<translation>16:9</translation>
</message>
<message>
<location filename="configDialog.ui" line="612"/>
<source>Anisotropic filtering:</source>
<translation>Anisotrope Filterung:</translation>
</message>
<message>
<location filename="configDialog.ui" line="975"/>
<source>Language:</source>
<translation>Sprache:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1080"/>
<source>Emulation</source>
<translation>Emulation</translation>
</message>
<message>
<location filename="configDialog.ui" line="1596"/>
<source>Emulate frame buffer</source>
<translation>Frame-Buffer emulieren</translation>
</message>
<message>
<location filename="configDialog.ui" line="2898"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Gamma correction.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Some N64 games use gamma correction. Gamma correction makes image brighter. N64 applies gamma correction in its Video Interface. &lt;/p&gt;&lt;p&gt;GLideN64 emulates gamma correction as post-processing effect. That is, it works only when frame buffer emulation enabled. Gamma correction enabled automatically for games, which use it on real N64. You may force gamma correction for all games. Default level of gamma correction is 2, as on N64.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;use defaults&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Gammakorrektur.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Einige N64 Spiele verwenden Gammakorrektur. Gammakorrektur macht das Bild heller. Das N64 wendet Gammakorrektur in seinem Video Interface an. &lt;/p&gt;&lt;p&gt;GLideN64 emuliert Gammakorrektur als einen Nachbearbeitungseffekt. Das bedeutet, es funktioniert nur, wenn die Frame-Buffer-Emulation aktiviert ist. Gammakorrektur wird automatisch bei Spielen aktiviert, welche dieses Feature auf einem echten N64 verwenden. Du kannst Gammakorrektur für alle Spiele erzwingen. Der Standardwert für Gammakorrektur ist 2, wie auf einem N64.&lt;/p&gt;&lt;p&gt;[Empfohlen: &lt;span style=&quot; font-style:italic;&quot;&gt;benutze Standardeinstellung&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1999"/>
<source>Texture enhancement</source>
<translation>Textur-Verbesserungen</translation>
</message>
<message>
<location filename="configDialog.ui" line="2045"/>
<source>Filter:</source>
<translation>Filter:</translation>
</message>
<message>
<location filename="configDialog.ui" line="2082"/>
<source>Enhancement:</source>
<translation>Verbesserungen:</translation>
</message>
<message>
<location filename="configDialog.ui" line="2215"/>
<source>Use texture pack</source>
<translation>Verwende Texturpaket</translation>
</message>
<message>
<location filename="configDialog.ui" line="213"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;You can use this option to crop black borders. Use &lt;span style=&quot; font-weight:600;&quot;&gt;Auto per game&lt;/span&gt; to crop automatically based on the game or &lt;span style=&quot; font-weight:600;&quot;&gt;Custom&lt;/span&gt; to set the number of pixels yourself. The number of pixels is based on the original N64 resolution.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<oldsource>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Crop image:&lt;/span&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;This option allows user to crop black boarders from resulted image. It has two modes:&lt;br/&gt;&lt;br/&gt;* Auto - plugin sets crop automatically using game&apos;s frame scissor.&lt;/p&gt;&lt;p&gt;* Custom - crop using user defined values. User should set number of pixels to crop from original native-res image.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</oldsource>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Bild zuschneiden:&lt;/span&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;Diese Option erlaubt es dem Benutzer schwarze Fensterr&#228;nder zu beschneiden. Es gibt zwei Modi:&lt;br/&gt;&lt;br/&gt;* Auto - das Plugin beschneidet automatisch nach Spielvorgabe.&lt;/p&gt;&lt;p&gt;* Custom - der Rand wird nach Benutzervorgabe beschnitten. Der Benutzer muss die zu beschneidende Pixelanzahl angeben.&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="248"/>
<source>Disable</source>
<translation>Deaktivieren</translation>
</message>
<message>
<location filename="configDialog.ui" line="253"/>
<source>Auto per game</source>
<translation>Automatisch spielabhängig</translation>
</message>
<message>
<location filename="configDialog.ui" line="258"/>
<source>Custom</source>
<translation>Anpassung</translation>
</message>
<message>
<location filename="configDialog.ui" line="455"/>
<source>Anti-aliasing:</source>
<translation>Kantenglättung</translation>
</message>
<message>
<location filename="configDialog.ui" line="832"/>
<source>VRAM usage limit:</source>
<comment>video/cacheSizeLabel</comment>
<extracomment>&quot;Video RAM usage limit&quot; in MB. &quot;MB&quot; is referenced in the control.</extracomment>
<translation>VRAM Verbrauchsgrenze:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1742"/>
<source>Vertical interrupt (recommended, fewest game issues)</source>
<extracomment>&quot;Vertical interrupt&quot; is frequently abbreviated as &quot;VI&quot;. This control is a combobox labelled &quot;Frame buffer swap on:&quot;</extracomment>
<translation>Vertikaler Interrupt (empfohlen, wenigste Spielprobleme)</translation>
</message>
<message>
<location filename="configDialog.ui" line="1747"/>
<source>VI origin change (faster, few game issues)</source>
<extracomment>&quot;VI&quot; stands for &quot;vertical interrupt&quot;. This control is a combobox labelled &quot;Frame buffer swap on:&quot;</extracomment>
<translation>VI Ursprung hat sich geändert (schneller, wenige Spielprobleme)</translation>
</message>
<message>
<location filename="configDialog.ui" line="1752"/>
<source>Color buffer change (fastest, some game issues)</source>
<extracomment>This control is a combobox labelled &quot;Frame buffer swap on:&quot;</extracomment>
<translation>Farbbuffer Änderung (am schnellsten, einige Spielprobleme)</translation>
</message>
<message>
<location filename="configDialog.ui" line="1854"/>
<source>Never (fastest, many game issues)</source>
<extracomment>This is a combobox option with the label &quot;Copy video card frame buffer to N64 memory&quot;.</extracomment>
<translation>Niemals (am schnellsten, viele Spielprobleme)</translation>
</message>
<message>
<location filename="configDialog.ui" line="1859"/>
<source>Synchronous (slowest, fewest game issues)</source>
<extracomment>This is a combobox option with the label &quot;Copy video card frame buffer to N64 memory&quot;.</extracomment>
<translation>Synchron (am langsamsten, die wenigsten Spielprobleme)</translation>
</message>
<message>
<location filename="configDialog.ui" line="1864"/>
<source>Asynchronous (fast, few game issues)</source>
<extracomment>This is a combobox option with the label &quot;Copy video card frame buffer to N64 memory&quot;.</extracomment>
<translation>Asynchron (schnell, wenige Spielprobleme)</translation>
</message>
<message>
<location filename="configDialog.ui" line="1910"/>
<source>Never (fastest, most game issues)</source>
<extracomment>This is a combobox option with the label &quot;Copy video card frame buffer to N64 memory&quot;.</extracomment>
<translation>Niemals (am schnellsten, die meisten Spielprobleme)</translation>
</message>
<message>
<location filename="configDialog.ui" line="1915"/>
<source>From VRAM (slow, some game issues)</source>
<extracomment>This is a combobox option with the label &quot;Copy video card frame buffer to N64 memory&quot;.</extracomment>
<translation>Vom VRAM (langsam, einige Spielprobleme)</translation>
</message>
<message>
<location filename="configDialog.ui" line="1920"/>
<source>In software (fast, fewest game issues)</source>
<extracomment>This is a combobox option with the label &quot;Copy video card frame buffer to N64 memory&quot;.</extracomment>
<translation>In Software (schnell, am wenigsten Spielprobleme)</translation>
</message>
<message>
<location filename="configDialog.ui" line="2261"/>
<source>Texture pack path:</source>
<translation>Pfad für Texturpakete:</translation>
</message>
<message>
<location filename="configDialog.ui" line="2397"/>
<source>Compress texture cache</source>
<translation>Textur-Cache komprimieren</translation>
</message>
<message>
<location filename="configDialog.ui" line="2449"/>
<source>Bloom</source>
<translation>Bloom</translation>
</message>
<message>
<location filename="configDialog.ui" line="2489"/>
<source>Strong</source>
<translation>Stark</translation>
</message>
<message>
<location filename="configDialog.ui" line="2509"/>
<source>Light</source>
<translation>Leicht</translation>
</message>
<message>
<location filename="configDialog.ui" line="2642"/>
<source>Blur amount:</source>
<translation>Unschärfegrad:</translation>
</message>
<message>
<location filename="configDialog.ui" line="2742"/>
<source>Threshold level:</source>
<translation>Schwelle:</translation>
</message>
<message>
<location filename="configDialog.ui" line="2542"/>
<source>Blur strength:</source>
<translation>Unschärfe Stärke:</translation>
</message>
<message>
<location filename="configDialog.ui" line="17"/>
<source>GLideN64 Settings</source>
<translation>GLideN64 Einstellungen</translation>
</message>
<message>
<location filename="configDialog.ui" line="59"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;All the resolutions that your video card/monitor supports should be displayed.&lt;/p&gt;&lt;p&gt;[Recommended:&lt;span style=&quot; font-style:italic;&quot;&gt; Maximum resolution for your monitor unless performance becomes an issue&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;Alle von der Grafikkarte/Monitor unterst&#252;tzten Aufl&#246;sungen sollten angezeigt werden.&lt;/p&gt;&lt;p&gt;[Empfohlen:&lt;span style=&quot; font-style:italic;&quot;&gt; Die maximale Aufl&#246;sung des Monitors außer es gibt Geschwindigkeitprobleme&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="107"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option selects the resolution for windowed mode. You also may select &lt;span style=&quot; font-weight:600;&quot;&gt;Custom&lt;/span&gt; and enter your own window size.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;640 x 480, 800 x 600, 1024 x 768, 1280 x 960&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="237"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Crop image:&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Beschneide Bild:&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="341"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This setting adjusts the aspect ratio of the video output. All N64 games support &lt;span style=&quot; font-weight:600;&quot;&gt;4:3&lt;/span&gt;. Some games support &lt;span style=&quot; font-weight:600;&quot;&gt;16:9&lt;/span&gt; within game settings. Use &lt;span style=&quot; font-weight:600;&quot;&gt;Stretch&lt;/span&gt; to fill the screen without pillar or letterboxing.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Try to adjust game to fit&lt;/span&gt; tries to adjust the viewing space to fit without stretching. Many games work well adjusted, but some don&apos;t.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="362"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Aspect ratio:&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Seitenverh&#228;ltnis:&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="369"/>
<source>4:3 (recommended)</source>
<extracomment>Aspect ratio</extracomment>
<translation>4:3 (empfohlen)</translation>
</message>
<message>
<location filename="configDialog.ui" line="402"/>
<source>Try to adjust game to fit</source>
<extracomment>This option activates a widescreen hack. The language &quot;Try to&quot; implies it may it may not work and the language &quot;adjust game&quot; implies the emulation will be inaccurate.</extracomment>
<translation>Versuche das Spiel passend einzustellen</translation>
</message>
<message>
<location filename="configDialog.ui" line="472"/>
<location filename="configDialog.ui" line="629"/>
<source>Off</source>
<translation>Aus</translation>
</message>
<message>
<location filename="configDialog.ui" line="580"/>
<location filename="configDialog.ui" line="743"/>
<location filename="configDialog.ui" line="1383"/>
<source>High</source>
<extracomment>The highest of a set of numbers
----------
The highest in a sequence of numbers. In this case, 16.</extracomment>
<translation>Hoch</translation>
</message>
<message>
<location filename="configDialog.ui" line="769"/>
<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;: Textures will use standard PC-style bilinear filtering.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;N64-style 3 point&lt;/span&gt;: Textures will be filtered more like the N64. The result is less smooth but more accurate.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Bilineare Filterung&lt;/span&gt;: Texturen verwenden standard PC-Style bilineare Filtering.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;N64-Style 3 point&lt;/span&gt;: Texturen werden ähnlich dem N64 gefiltert. Das Resultat sieht nicht so weich aus, entspricht aber ehr dem N64.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="790"/>
<source>Bilinear filtering:</source>
<translation>Bilineare Filterung:</translation>
</message>
<message>
<location filename="configDialog.ui" line="797"/>
<source>Standard</source>
<translation>Standard</translation>
</message>
<message>
<location filename="configDialog.ui" line="804"/>
<source>N64-style 3 point</source>
<extracomment>3 point bilinear filtering as used by the Nintendo 64.</extracomment>
<translation>N64-Style 3 Punkt</translation>
</message>
<message>
<location filename="configDialog.ui" line="845"/>
<location filename="configDialog.ui" line="2185"/>
<source> MB</source>
<extracomment>Megabytes</extracomment>
<translation>Megabytes</translation>
</message>
<message>
<location filename="configDialog.ui" line="912"/>
<source>Screenshot format:</source>
<translation>Screenshot Format:</translation>
</message>
<message>
<location filename="configDialog.ui" line="925"/>
<source>JPEG</source>
<translation>JPEG</translation>
</message>
<message>
<location filename="configDialog.ui" line="938"/>
<source>BMP</source>
<translation>BMP</translation>
</message>
<message>
<location filename="configDialog.ui" line="951"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The selected language will display after this window is closed and reopened.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1060"/>
<location filename="configDialog.ui" line="1553"/>
<source>Some of the options on this tab have been disabled because frame buffer emulation has been turned off.</source>
<translation>Einige Auswahlmöglichkeiten auf dieser Seite wurden deaktiviert, da die Frame-Buffer Emulation ausgeschaltet ist.</translation>
</message>
<message>
<location filename="configDialog.ui" line="1100"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;GLideN64 contains settings for the optimal performance of some games. When this option is checked some options on this tab and the frame buffer tab may be overridden.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Checked&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1103"/>
<source>Use GlideN64 per-game settings</source>
<translation>Verwende GlideN64 spielabhängige Einstellungen</translation>
</message>
<message>
<location filename="configDialog.ui" line="1137"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The N64 uses a unique method of mip-mapping that&apos;s difficult to reproduce correctly on PCs. When checked, this option emulates N64-accurate mip-mapping. When unchecked, some games have sharper distant textures.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Checked&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1140"/>
<source>Enable N64-style mip-mapping</source>
<translation>Aktiviere N64-Style Mip-Mapping</translation>
</message>
<message>
<location filename="configDialog.ui" line="1150"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option emulates effects that use random color input. Checking this option may cause rare performance problems.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Checked&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1153"/>
<source>Enable noise</source>
<translation>Aktiviere Rauschen</translation>
</message>
<message>
<location filename="configDialog.ui" line="1163"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;In N64 games lighting is calculated per vertex. This option enables Phong shading, which provides smoother and more realistic lighting.&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="1166"/>
<source>Enable per-pixel lighting (better quality, HLE only)</source>
<translation>Aktiviere Per-Pixel Lighting (Bessere Qualität, nur HLE)</translation>
</message>
<message>
<location filename="configDialog.ui" line="1173"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use persistent storage for compiled shader programs.&lt;br/&gt;Each game uses a set of combiners. A combiner is an equation that defines how to build output color from various color inputs. GLideN64 translates shaders, and compiles shader programs on the fly. Shaders are large and complex. If the game uses several new combiners, compiling new shaders will take time and result in stuttering. When this option is checked, these shaders are saved so they&apos;re not recompiled the next time you run the game.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Checked&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1176"/>
<source>Store compiled shaders for performance (recommended)</source>
<translation>Speichere kompilierte Shader für Geschwindigkeit (empfohlen)</translation>
</message>
<message>
<location filename="configDialog.ui" line="1189"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option sets the output render buffer size. By default, the render buffer is set to the &lt;span style=&quot; font-weight:600;&quot;&gt;Same as output resolution&lt;/span&gt;, but you can set it to the &lt;span style=&quot; font-weight:600;&quot;&gt;Original N64 resolution&lt;/span&gt; or a &lt;span style=&quot; font-weight:600;&quot;&gt;Multiple of N64 resolution&lt;/span&gt;.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1210"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Internal resolution:&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Interne Aufl&#246;sung:&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="1217"/>
<source>Same as output resolution</source>
<translation>Wie Ausgabeauflösung</translation>
</message>
<message>
<location filename="configDialog.ui" line="1227"/>
<source>Original N64 resolution (most accurate)</source>
<translation>Originale N64 Auflösung (höchste Genauigkeit)</translation>
</message>
<message>
<location filename="configDialog.ui" line="1242"/>
<source>Multiple of N64 resolution:</source>
<translation>Mehrfaches der N64 Auflösung:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1275"/>
<source>Low</source>
<extracomment>The fewest of a sequence of numbers. In this case, 2.</extracomment>
<translation>Niedrig</translation>
</message>
<message>
<location filename="configDialog.ui" line="1418"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When checked, 2D elements are rendered at the N64s resolution before copying them to output. This usually eliminates display issues with 2D elements, but it can be slow. This option uses heuristics to detect adjacent 2D elements that doesn&apos;t work for every game.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Checked, unless you have performance problems&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1421"/>
<source>Render 2D elements in N64 resolution (best quality, can be slow)</source>
<extracomment>2D elements, formerly labelled texrects, are usually used for title screens or HUDs</extracomment>
<translation>Gebe 2D Elemente in der originalen N64 Aufl&#246;sung wieder (beste Qualit&#228;t, kann langsam sein)</translation>
</message>
<message>
<location filename="configDialog.ui" line="1431"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;In some games the coordinates for parts of 2D elements are not aligned: there is a half-pixel split between adjacent elements. When rendering at the N64&apos;s original resolution it isn&apos;t visible, but when the image is scaled up it results in black lines. This option attempts to connect these 2D elements.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;For adjacent 2D elements&lt;/span&gt;: Apply the correction only for polygons that need it. Select this option for games that have issues with black lines.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Always&lt;/span&gt;: Apply the correction for every 2D element. Select this option when &lt;span style=&quot; font-weight:600;&quot;&gt;For adjacent 2D elements&lt;/span&gt; doesn&apos;t help.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Never&lt;/span&gt;: Don&apos;t attempt to correct black lines between 2D elements.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Game dependent, mostly Never&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1452"/>
<source>Fix black lines between 2D elements:</source>
<extracomment>2D elements, formerly labelled texrects, are usually used for title screens or HUDs</extracomment>
<translation>Beseitige schwarze Linien zwischen 2D Elementen:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1468"/>
<source>For adjacent 2D elements</source>
<extracomment>The label for this control is &quot;Fix black lines between 2D elements&quot;</extracomment>
<translation>Nur benachbarte 2D Elemente</translation>
</message>
<message>
<location filename="configDialog.ui" line="1478"/>
<source>Always</source>
<extracomment>The label for this control is &quot;Fix black lines between 2D elements&quot;</extracomment>
<translation>Immer</translation>
</message>
<message>
<location filename="configDialog.ui" line="1488"/>
<source>Never</source>
<extracomment>The label for this control is &quot;Fix black lines between 2D elements&quot;</extracomment>
<translation>Niemals</translation>
</message>
<message>
<location filename="configDialog.ui" line="1567"/>
<source>Frame buffer</source>
<translation>Frame-Buffer</translation>
</message>
<message>
<location filename="configDialog.ui" line="1637"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Unchecking this option disables many effects including anti-aliasing, cropping, aspect ratio, N64 resolution factor, N64-style depth compare and more. Don&apos;t uncheck this option unless you have performance issues.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1696"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When checked, the auxiliary color buffer is copied to N64 memory right after rendering to it is finished. This option helps to correctly emulate frame buffer effects in some games. This option may noticeably reduce performance.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Usually unchecked&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1699"/>
<source>Copy auxiliary color buffers to N64 memory (sometimes slow, fewer game issues)</source>
<translation>Kopiere den Hilfs-Farb-Buffer in den N64 Speicher (manchmal langsam, wenige Spielprobleme)</translation>
</message>
<message>
<location filename="configDialog.ui" line="1713"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option controls how often GLideN64 updates the main frame buffer.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Vertical interrupt&lt;/span&gt;: Update the buffer as quickly as possible, every vertical interrupt per second (50 for PAL and 60 for NTSC games). This option is the most compatible. Use this mode unless you have performance problems.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;VI origin change&lt;/span&gt;: The VI origin changes corresponding to the game&apos;s actual FPS. N64 games typically run between 20 to 30 FPS so the buffers swap less often than the first mode. This mode does not work for games that use single buffering, which is rare.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Color buffer change&lt;/span&gt;: This option checks to see if the frame buffer has been changed. There are some games where this doesn&apos;t work.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1734"/>
<source>Frame buffer swap on:</source>
<translation>Frame-Bufferwechsel an:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1781"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Some emulators do a poor job of detecting when to read/write frame buffers. You can disable emulator help to let GLideN64 read/write frame buffers itself.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Usually unchecked, but for some games/emulators it may be faster checked&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1784"/>
<source>Use emulator help to read/write frame buffers</source>
<translation>Benutze die Hilfe des Emulators zum Lesen/Schreiben des Frame-Buffers</translation>
</message>
<message>
<location filename="configDialog.ui" line="1794"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When checked, the color buffer will be read in chunks. Otherwise, the buffer will be read in its entirety. If a game needs to read the entire buffer, selecting this option may be slow.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Usually unchecked, because the color buffer is usually read entirely&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1797"/>
<source>Read color buffer in 4 KB chunks</source>
<extracomment>&quot;Read&quot; refers to &quot;Use emulator help to read/write frame buffers&quot;</extracomment>
<translation>Lese Farb-Buffer in 4kB Stücken</translation>
</message>
<message>
<location filename="configDialog.ui" line="1804"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When checked, the depth buffer will be read in chunks. Otherwise the buffer will be read in its entirety. If a game needs to read the entire buffer, selecting this option may be slow.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Checked, because the depth buffer is not often read entirely&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1807"/>
<source>Read depth buffer in 4 KB chunks</source>
<extracomment>&quot;Read&quot; refers to &quot;Use emulator help to read/write frame buffers&quot;</extracomment>
<translation>Lese Depth-Buffer in 4kB Stücken</translation>
</message>
<message>
<location filename="configDialog.ui" line="1825"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;In some games GLideN64 can&apos;t detect when the game uses the frame buffer. With these options, you can have GLideN64 copy each frame of your video card&apos;s frame buffer to N64 memory.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Never&lt;/span&gt;: Disable copying buffers from video card.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Synchronous&lt;/span&gt;: Effects are detected for all games, but it can be slow. Use for games where &lt;span style=&quot; font-weight:600;&quot;&gt;Asynchronous&lt;/span&gt; doesn&apos;t work.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Asynchronous&lt;/span&gt;: Effects are detected for most games.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Usually Asynchronous&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1846"/>
<source>Copy video card frame buffer to N64 memory:</source>
<translation>Kopiere den Frame-Buffer der Grafikkarte in den N64 Speicher:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1875"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The depth buffer is used to emulate some effects (e.g. coronas):&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Never&lt;/span&gt;: Depth buffer is disabled.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;From VRAM&lt;/span&gt;: Your video card&apos;s depth buffer is copied to N64 memory each frame, which can be slow on some games.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;In software&lt;/span&gt;: Generally faster than copying from VRAM, but the result can be imperfect.&lt;/p&gt;&lt;p&gt;[Recommended:&lt;span style=&quot; font-style:italic;&quot;&gt; In software&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1902"/>
<source>Copy video card depth buffer to N64 memory:</source>
<translation>Kopiere den Depth-Buffer der Grafikkarte in den N64 Speicher:</translation>
</message>
<message>
<location filename="configDialog.ui" line="1938"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The N64 uses a unique method of calculating depth to the camera. When checked, GlideN64 uses shaders to try to emulate these calculations correctly. &lt;span style=&quot; font-weight:600;&quot;&gt;Experimental!&lt;/span&gt;&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Sometimes checked, 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="1941"/>
<source>Enable N64-style depth compare (experimental)</source>
<translation>Aktiviere N64-Style Tiefenvergleich (experimentell)</translation>
</message>
<message>
<location filename="configDialog.ui" line="1948"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When this option is checked, the frame buffer is rendered directly to the screen. This prevents some graphic problems but may cause slowdowns or visual quality problems.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Usually unchecked&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="1951"/>
<source>Render N64 frame buffer to output</source>
<translation>Übergebe den N64 Frame-Buffer an die Ausgabe</translation>
</message>
<message>
<location filename="configDialog.ui" line="2006"/>
<source>N64 textures</source>
<translation>N64 Texturen</translation>
</message>
<message>
<location filename="configDialog.ui" line="2024"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This filter smooths or sharpens textures. There are four smoothing filters and two sharpening filters. The higher the number, the stronger the effect. Performance may be affected depending on the game and/or your PC.&lt;/p&gt;&lt;p&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="2061"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;There are 12 distinct filters to select. Depending on which filter, they may cause performance problems.&lt;/p&gt;&lt;p&gt;When &lt;span style=&quot; font-weight:600;&quot;&gt;Store&lt;/span&gt; is selected, textures are saved to the cache as-is. This improves performance in games that load many textures. Uncheck &lt;span style=&quot; font-weight:600;&quot;&gt;Disable for backgrounds&lt;/span&gt; for the best performance.&lt;/p&gt;&lt;p&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="2120"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option enables a pre-processing step that reduces posterization issues on enhanced textures.&lt;/p&gt;&lt;p&gt;[Recommended:&lt;span style=&quot; font-style:italic;&quot;&gt; Checked for xBRZ&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="2123"/>
<source>Decrease color banding (recommended for xBRZ enhancement)</source>
<translation>Verringere Color-Banding (empfohlen für xBRZ Verbesserung)</translation>
</message>
<message>
<location filename="configDialog.ui" line="2130"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option skips texture enhancements for long, narrow textures that are usually used for backgrounds. This may save texture memory and improve performance.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Checked, unless Enhancement is set to Store&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="2133"/>
<source>Disable for backgrounds</source>
<translation>Für Hintergünde deaktiviert</translation>
</message>
<message>
<location filename="configDialog.ui" line="2142"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enhanced and filtered textures can be cached to improve performance. This option adjusts how much memory is dedicated to the texture cache. This can improve performance if there are many requests for the same texture, which is usually the case. Normally 128 MB should be more than enough, but the best option is different for each game. Super Mario 64 may not need more than 32 MB, but Conker&apos;s Bad Fur Day can take advantage of 256 MB+. Adjust accordingly if you are having performance problems. Setting this option to 0 disables the cache.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;PC and game dependent&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="2169"/>
<source>Enhanced texture cache size:</source>
<translation>Cachegröße für verbesserte Texturen:</translation>
</message>
<message>
<location filename="configDialog.ui" line="2204"/>
<source>Texture pack</source>
<translation>Texturepack</translation>
</message>
<message>
<location filename="configDialog.ui" line="2240"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Select path to the folder with texture packs.&lt;br/&gt;Default: Plugin/hires_texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="2287"/>
<source>Browse...</source>
<translation>Durchsuchen...</translation>
</message>
<message>
<location filename="configDialog.ui" line="2315"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When this option is cleared, textures will be loaded as they are when using Rice Video: transparencies either on or off. When this option is selected, GlideN64 will check how the texture&apos;s alpha channel was designed and will select the most appropriate format. This gives texture pack designers freedom to use semi-transparent textures.&lt;/p&gt;&lt;p&gt;Clear this option for older or poorly designed texture packs.&lt;/p&gt;&lt;p&gt;[Recommended:&lt;span style=&quot; font-style:italic;&quot;&gt; Texture pack dependent&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="2318"/>
<source>Use full transparencies (recommended for newer texture packs)</source>
<translation>Benutze volle Transparenz (empfohlen für neuere Texturepacks)</translation>
</message>
<message>
<location filename="configDialog.ui" line="2325"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option emulates a palette CRC calculation bug in Rice Video. If you have problems loading textures, try checking or unchecking this option.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Mostly unchecked, checked for old texture packs&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="2328"/>
<source>Alternative CRC calculation (for old Rice Video packs)</source>
<translation>Alternative CRC-Berechnung (für ältere Rice-Video-Packs)</translation>
</message>
<message>
<location filename="configDialog.ui" line="2338"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option dumps textures on screen to a texture pack 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;br/&gt;Use &lt;span style=&quot; font-weight:600;&quot;&gt;R&lt;/span&gt; to reload textures from the texture pack&lt;br/&gt;Use &lt;span style=&quot; font-weight:600;&quot;&gt;D&lt;/span&gt; to toggle texture dumping on or off&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Diese Einstellung speichert aktuell angezeigte Texturen in einem Texture-Pack Verzeichnis. Es k&#246;nnen auch Texturen neu geladen werden während ein Spiel l&#228;uft um direkt zu sehen wie sie aussehen.&lt;/p&gt;&lt;p&gt;Hotkeys:&lt;br/&gt;Benutze &lt;span style=&quot; font-weight:600;&quot;&gt;R&lt;/span&gt; um Texturen aus Texture-Packs neu zu laden&lt;br/&gt;Benutze &lt;span style=&quot; font-weight:600;&quot;&gt;D&lt;/span&gt; um Texturen speichern an- und abzuschalten&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="2341"/>
<source>Dump/edit textures</source>
<translation>Speichere/editiere Texturen</translation>
</message>
<message>
<location filename="configDialog.ui" line="2381"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option saves all previously loaded and enhanced textures to your PC. When the game is next launched, textures don&apos;t have to be recreated, causing smoother performance.&lt;/p&gt;&lt;p&gt;When using texture packs, loading packs will take only a few seconds when the game is launched as opposed to the 560 seconds that loading usually takes. However, if you change the texture pack you&apos;ll have to manually delete the texture cache. Saved cache files are saved to a folder called Cache within the plugins folder.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Checked&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;Diese Einstellung speichert alle vorher geladenen oder verbesserten Texturen auf dem PC. Wenn das Spiel noch einmal gestartet wird müssen die Texturen nicht neu erstellt werden.&lt;/p&gt;&lt;p&gt;Wenn Texture-Packs verwendet werden dauert das Laden eines Packs nur wenige Sekunden gegen&#252;ber dem normalen Ladevorgang von 5-60 Sekunden. Wird jedoch das Texture Pack ver&#228;ndert, muss der Texture Cache manuell gel&#246;scht werden um die Änderung zu &#252;bernehmen. Cache Dateien werden im Plugin Verzeichnis im Verzeichnis Cache gespeichert.&lt;/p&gt;&lt;p&gt;[Empfohlen: &lt;span style=&quot; font-style:italic;&quot;&gt;Ausgewählt&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="2384"/>
<source>Save enhanced texture cache to hard disk</source>
<translation>Speichere den Cache für verbesserte Texturen auf der Festplatte</translation>
</message>
<message>
<location filename="configDialog.ui" line="2394"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Textures will be compressed so more textures can be held in the cache. The compression ratio varies per texture, but the compression is typically 1/5 of the original size.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Checked&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;Texturen werden komprimiert, damit mehr Texturen im Cache gehalten werden können. Die Kompressionsrate variiert je nach Textur, aber ist normalerweise 1/5 der Originalgr&#246;ße.&lt;/p&gt;&lt;p&gt;[Empfehlung: &lt;span style=&quot; font-style:italic;&quot;&gt;Ausgew&#228;hlt&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="2404"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option halves the space used by textures in the texture cache and video card memory to improve performance. When reducing the color, GLideN64 tries to perserve the original quality as much as possible. On most textures it&apos;s hardly noticeable, but some textures, like skies, can look noticeably worse.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Unchecked&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;Diese Einstellung halbiert den Speicherbedarf von Texturen im Texture-Cache und VRAM um die Leistung zu steigern. Wenn die Farbtiefe reduziert wird versucht GLideN64 die originale Qualit&#228;t so gut wie m&#246;glich zu erhalten. Bei den meisten Texturen ist es kaum wahrnehmbar, aber einige Texturen, wie z.B. f&#252;r den Himmel, k&#246;nnen schlechter aussehen.&lt;/p&gt;&lt;p&gt;[Empfohlen: &lt;span style=&quot; font-style:italic;&quot;&gt;Nicht ausgew&#228;hlt&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="2407"/>
<source>Convert textures to 16 bpp</source>
<translation>Konvertiere Texturen zu 16Bit</translation>
</message>
<message>
<location filename="configDialog.ui" line="2436"/>
<source>Filters</source>
<translation>Filter</translation>
</message>
<message>
<location filename="configDialog.ui" line="2482"/>
<source>Blending:</source>
<translation>Vermischung/Blending</translation>
</message>
<message>
<location filename="configDialog.ui" line="2499"/>
<source>Medium</source>
<translation>Medium</translation>
</message>
<message>
<location filename="configDialog.ui" line="2846"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Some N64 games use gamma correction to brighten the image. When the frame buffer is enabled, gamma correction is applied automatically for all games that use it on the N64. You can use your own gamma correction instead with this option. The default level, used on the N64, is 2.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Unchecked; 2.00&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="configDialog.ui" line="2849"/>
<source>Custom gamma correction</source>
<translation>Angepasste Gamakorrektur</translation>
</message>
<message>
<location filename="configDialog.ui" line="2861"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selecting this option overrides gamma correction specified by the game.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Wird diese Einstellung ausgew&#228;hlt wird die durch das Spiel festgelegte Gammakorrektur &#252;berschrieben.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="2882"/>
<source>Correction level:</source>
<translation>Korrekturwert</translation>
</message>
<message>
<location filename="configDialog.ui" line="2986"/>
<source>All of the options on this tab have been disabled because frame buffer emulation has been turned off.</source>
<translation>Alle Einstellungen auf dieser Seite wurden deaktiviert, da die Frame-Buffer Emulation ausgeschaltet ist.</translation>
</message>
<message>
<location filename="configDialog.ui" line="3000"/>
<source>OSD</source>
<translation>OSD</translation>
</message>
<message>
<location filename="configDialog.ui" line="3003"/>
<source>On-screen display</source>
<translation>Bildschirmanzeige (OSD)</translation>
</message>
<message>
<location filename="configDialog.ui" line="3019"/>
<source>Position</source>
<translation>Position</translation>
</message>
<message>
<location filename="configDialog.ui" line="3068"/>
<source>Top left</source>
<translation>Oben links</translation>
</message>
<message>
<location filename="configDialog.ui" line="3120"/>
<source>Top</source>
<translation>Oben</translation>
</message>
<message>
<location filename="configDialog.ui" line="3172"/>
<source>Top right</source>
<translation>Oben rechts</translation>
</message>
<message>
<location filename="configDialog.ui" line="3234"/>
<source>Left</source>
<translation>Links</translation>
</message>
<message>
<location filename="configDialog.ui" line="3328"/>
<source>Right</source>
<translation>Rechts</translation>
</message>
<message>
<location filename="configDialog.ui" line="3384"/>
<source>Bottom left</source>
<translation>Unten links</translation>
</message>
<message>
<location filename="configDialog.ui" line="3436"/>
<source>Bottom</source>
<translation>Unten</translation>
</message>
<message>
<location filename="configDialog.ui" line="3488"/>
<source>Bottom right</source>
<translation>Unten rechts</translation>
</message>
<message>
<location filename="configDialog.ui" line="3535"/>
<source>Text</source>
<translation>Text</translation>
</message>
<message>
<location filename="configDialog.ui" line="3567"/>
<location filename="configDialog.ui" line="3602"/>
<location filename="configDialog.ui" line="3621"/>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This font is used for all on-screen messages. Not all fonts can be used. If messages aren&apos;t displayed, try a different font.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Diese Schrift wird f&#252;r alle Bildschirmmeldungen verwendet. Nicht alle Schriften k&#246;nnen verwendet werden. Wenn Meldungen nicht dargestellt werden, probiere eine andere Schrift.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<location filename="configDialog.ui" line="3570"/>
<source>Select...</source>
<translation>Auswählen...</translation>
</message>
<message>
<location filename="configDialog.ui" line="3586"/>
<source>Color:</source>
<translation>Farbe:</translation>
</message>
<message>
<location filename="configDialog.ui" line="3605"/>
<source>Font:</source>
<translation>Schrift:</translation>
</message>
<message>
<location filename="configDialog.ui" line="3650"/>
<source>Pick...</source>
<translation>Auswählen...</translation>
</message>
<message>
<location filename="configDialog.ui" line="3675"/>
<source>Preview</source>
<translation>Vorschau</translation>
</message>
<message>
<location filename="configDialog.ui" line="3711"/>
<source>Display frames per second</source>
<translation>Zeige Bilder pro Sekunde an</translation>
</message>
<message>
<location filename="configDialog.ui" line="3718"/>
<source>Display vertical interrupts per second</source>
<translation>Zeige vertikale Interrupts pro Sekunde an</translation>
</message>
<message>
<location filename="configDialog.ui" line="3725"/>
<source>Display percentage</source>
<translation>Anzeige in Prozent</translation>
</message>
</context>
</TS>