From acc82a1d05ee9d145593c03d9422ed0393a05c81 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Fri, 19 May 2023 08:55:54 +0200 Subject: i18n: Sync translations with Weblate --- doc/translations/es.po | 10 - doc/translations/fr.po | 24 - doc/translations/zh_CN.po | 4467 +++++++++++++++++++++++++++++++++++++++++++-- 3 files changed, 4324 insertions(+), 177 deletions(-) (limited to 'doc') diff --git a/doc/translations/es.po b/doc/translations/es.po index 6a4217c98a..2c3c51b4a7 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -1203,16 +1203,6 @@ msgstr "" "La propiedad es un script variable que debe ser serializado y guardado en el " "archivo de la escena." -msgid "Default usage (storage, editor and network)." -msgstr "Uso por defecto (almacenamiento, editor y red)." - -msgid "" -"Default usage but without showing the property in the editor (storage, " -"network)." -msgstr "" -"Uso por defecto pero sin mostrar la propiedad en el editor (almacenamiento, " -"red)." - msgid "Flag for a normal method." msgstr "Flag para un método normal." diff --git a/doc/translations/fr.po b/doc/translations/fr.po index 6386105950..bd4e2f73e4 100644 --- a/doc/translations/fr.po +++ b/doc/translations/fr.po @@ -1444,20 +1444,6 @@ msgstr "Masque du bouton 1 de la souris supplémentaire." msgid "Extra mouse button 2 mask." msgstr "Masque du bouton de souris supplémentaire 2." -msgid "" -"MIDI note OFF message. See the documentation of [InputEventMIDI] for " -"information of how to use MIDI inputs." -msgstr "" -"Le message OFF pour la note MIDI. Référez vous à la documentation de " -"[InputEventMIDI] pour avoir des informations concernant les entrées MIDI." - -msgid "" -"MIDI note ON message. See the documentation of [InputEventMIDI] for " -"information of how to use MIDI inputs." -msgstr "" -"Le message MIDI pour la note ON. Référez vous à la documentation de " -"[InputEventMIDI] pour avoir des informations concernant les entrées MIDI." - msgid "" "MIDI aftertouch message. This message is most often sent by pressing down on " "the key after it \"bottoms out\"." @@ -1711,16 +1697,6 @@ msgstr "" "La propriété est une variable appartenant à un script, qui devrait être " "sérialisé et sauvegardé dans le fichier de la scène." -msgid "Default usage (storage, editor and network)." -msgstr "Usage défaut (stockage, éditeur et réseau)." - -msgid "" -"Default usage but without showing the property in the editor (storage, " -"network)." -msgstr "" -"Utilisation par défaut mais sans l'affichage de la propriété dans l'éditeur " -"(stockage, réseau)." - msgid "Flag for a normal method." msgstr "Indicateur pour une méthode normale." diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index c3caf836ad..526120ddf3 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -79,7 +79,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2023-04-20 17:02+0000\n" +"PO-Revision-Date: 2023-05-19 06:49+0000\n" "Last-Translator: Haoyu Qiu \n" "Language-Team: Chinese (Simplified) \n" @@ -394,6 +394,51 @@ msgstr "" "[, res://test.gd, bar]\n" "[/codeblock]" +msgid "" +"Returns [code]true[/code] if [param value] is an instance of [param type]. " +"The [param type] value must be one of the following:\n" +"- A constant from the [enum Variant.Type] enumeration, for example [constant " +"TYPE_INT].\n" +"- An [Object]-derived class which exists in [ClassDB], for example [Node].\n" +"- A [Script] (you can use any class, including inner one).\n" +"Unlike the right operand of the [code]is[/code] operator, [param type] can " +"be a non-constant value. The [code]is[/code] operator supports more features " +"(such as typed arrays) and is more performant. Use the operator instead of " +"this method if you do not need dynamic type checking.\n" +"Examples:\n" +"[codeblock]\n" +"print(is_instance_of(a, TYPE_INT))\n" +"print(is_instance_of(a, Node))\n" +"print(is_instance_of(a, MyClass))\n" +"print(is_instance_of(a, MyClass.InnerClass))\n" +"[/codeblock]\n" +"[b]Note:[/b] If [param value] and/or [param type] are freed objects (see " +"[method @GlobalScope.is_instance_valid]), or [param type] is not one of the " +"above options, this method will raise a runtime error.\n" +"See also [method @GlobalScope.typeof], [method type_exists], [method Array." +"is_same_typed] (and other [Array] methods)." +msgstr "" +"如果 [param value] 为 [param type] 类型的实例,则返回 [code]true[/code]。" +"[param type] 的值必须为下列值之一:\n" +"- [enum Variant.Type] 枚举常量,例如 [constant TYPE_INT]。\n" +"- [ClassDB] 中存在的派生自 [Object] 的类,例如 [Node]。\n" +"- [Script](可以用任何类,包括内部类)。\n" +"[param type] 可以不是常量,这一点与 [code]is[/code] 的右操作数不同。" +"[code]is[/code] 运算符支持的功能更多(例如类型化数组),性能也更高。如果你不" +"需要动态类型检查,请使用该运算符,不要使用此方法。\n" +"示例:\n" +"[codeblock]\n" +"print(is_instance_of(a, TYPE_INT))\n" +"print(is_instance_of(a, Node))\n" +"print(is_instance_of(a, MyClass))\n" +"print(is_instance_of(a, MyClass.InnerClass))\n" +"[/codeblock]\n" +"[b]注意:[/b]如果 [param value] 和/或 [param type] 为已释放的对象(见 " +"[method @GlobalScope.is_instance_valid]),或者 [param type] 不是以上选项之" +"一,则此方法会报运行时错误。\n" +"另见 [method @GlobalScope.typeof]、[method type_exists]、[method Array." +"is_same_typed](以及其他 [Array] 方法)。" + msgid "" "Returns the length of the given Variant [param var]. The length can be the " "character count of a [String], the element count of any array type or the " @@ -418,6 +463,59 @@ msgstr "" "len(b) # 返回 6\n" "[/codeblock]" +msgid "" +"Returns a [Resource] from the filesystem located at the absolute [param " +"path]. Unless it's already referenced elsewhere (such as in another script " +"or in the scene), the resource is loaded from disk on function call, which " +"might cause a slight delay, especially when loading large scenes. To avoid " +"unnecessary delays when loading something multiple times, either store the " +"resource in a variable or use [method preload].\n" +"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " +"in the FileSystem dock and choosing \"Copy Path\", or by dragging the file " +"from the FileSystem dock into the current script.\n" +"[codeblock]\n" +"# Load a scene called \"main\" located in the root of the project directory " +"and cache it in a variable.\n" +"var main = load(\"res://main.tscn\") # main will contain a PackedScene " +"resource.\n" +"[/codeblock]\n" +"[b]Important:[/b] The path must be absolute. A relative path will always " +"return [code]null[/code].\n" +"This function is a simplified version of [method ResourceLoader.load], which " +"can be used for more advanced scenarios.\n" +"[b]Note:[/b] Files have to be imported into the engine first to load them " +"using this function. If you want to load [Image]s at run-time, you may use " +"[method Image.load]. If you want to import audio files, you can use the " +"snippet described in [member AudioStreamMP3.data].\n" +"[b]Note:[/b] If [member ProjectSettings.editor/export/" +"convert_text_resources_to_binary] is [code]true[/code], [method @GDScript." +"load] will not be able to read converted files in an exported project. If " +"you rely on run-time loading of files present within the PCK, set [member " +"ProjectSettings.editor/export/convert_text_resources_to_binary] to " +"[code]false[/code]." +msgstr "" +"返回一个位于文件系统绝对路径 [param path] 的 [Resource]。除非该资源已在其他地" +"方引用(例如在另一个脚本或场景中),否则资源是在函数调用时从磁盘加载的——这可" +"能会导致轻微的延迟,尤其是在加载大型场景时。为避免在多次加载某些内容时出现不" +"必要的延迟,可以将资源存储在变量中或使用预加载 [method preload]。\n" +"[b]注意:[/b]资源路径可以通过右键单击文件系统停靠面板中的资源并选择“复制路" +"径”,或将文件从文件系统停靠面板拖到脚本中获得。\n" +"[codeblock]\n" +"# 加载位于项目根目录的一个名为“main”的场景,并将其缓存在一个变量中。\n" +"var main = load(\"res://main.tscn\") # main 将包含一个 PackedScene 资源。\n" +"[/codeblock]\n" +"[b]重要提示:[/b]路径必须是绝对路径。相对路径将始终返回 [code]null[/code]。\n" +"这个方法是 [method ResourceLoader.load] 的简化版,原方法可以用于更高级的场" +"景。\n" +"[b]注意:[/b]必须先将文件导入引擎才能使用此函数加载它们。如果你想在运行时加" +"载 [Image],你可以使用 [method Image.load]。如果要导入音频文件,可以使用 " +"[member AudioStreamMP3.data] 中描述的代码片段。\n" +"[b]注意:[/b]如果 [member ProjectSettings.editor/export/" +"convert_text_resources_to_binary] 为 [code]true[/code],则 [method @GDScript." +"load] 无法在导出后的项目中读取已转换的文件。如果你需要在运行时加载存在于 PCK " +"中的文件,请将 [member ProjectSettings.editor/export/" +"convert_text_resources_to_binary] 设置为 [code]false[/code]。" + msgid "" "Returns a [Resource] from the filesystem located at [param path]. During run-" "time, the resource is loaded when the script is being parsed. This function " @@ -1416,6 +1514,42 @@ msgstr "" "var a = absi(-1)\n" "[/codeblock]" +msgid "" +"Returns the arc cosine of [param x] in radians. Use to get the angle of " +"cosine [param x]. [param x] will be clamped between [code]-1.0[/code] and " +"[code]1.0[/code] (inclusive), in order to prevent [method acos] from " +"returning [constant @GDScript.NAN].\n" +"[codeblock]\n" +"# c is 0.523599 or 30 degrees if converted with rad_to_deg(c)\n" +"var c = acos(0.866025)\n" +"[/codeblock]" +msgstr "" +"返回 [param x] 的反余弦,单位为弧度。用来获取余弦 [param x] 的角度。[param " +"x] 会被钳制在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之间,因此 " +"[method acos] 不会返回 [constant @GDScript.NAN]。\n" +"[codeblock]\n" +"# 如果用 rad_to_deg(c) 转换,c为0.523599或30度\n" +"var c = acos(0.866025)\n" +"[/codeblock]" + +msgid "" +"Returns the arc sine of [param x] in radians. Use to get the angle of sine " +"[param x]. [param x] will be clamped between [code]-1.0[/code] and " +"[code]1.0[/code] (inclusive), in order to prevent [method asin] from " +"returning [constant @GDScript.NAN].\n" +"[codeblock]\n" +"# s is 0.523599 or 30 degrees if converted with rad_to_deg(s)\n" +"var s = asin(0.5)\n" +"[/codeblock]" +msgstr "" +"返回 [param x] 的反正弦值,单位为弧度。用来获取正弦 [param x] 的角度。[param " +"x] 会被钳制在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之间,因此 " +"[method asin] 不会返回 [constant @GDScript.NAN]。\n" +"[codeblock]\n" +"# 如果用 rad_to_deg(s) 转换,s为0.523599或30度\n" +"var s = asin(0.5)\n" +"[/codeblock]" + msgid "" "Returns the arc tangent of [param x] in radians. Use it to get the angle " "from an angle's tangent in trigonometry.\n" @@ -2498,6 +2632,76 @@ msgstr "" "误和警告消息,而不是 [method print] 或 [method print_rich]。这将它们与用于调" "试目的的打印消息区分开来,同时还会在打印错误或警告时显示堆栈跟踪。" +msgid "" +"Converts one or more arguments of any type to string in the best way " +"possible and prints them to the console.\n" +"The following BBCode tags are supported: [code]b[/code], [code]i[/code], " +"[code]u[/code], [code]s[/code], [code]indent[/code], [code]code[/code], " +"[code]url[/code], [code]center[/code], [code]right[/code], [code]color[/" +"code], [code]bgcolor[/code], [code]fgcolor[/code].\n" +"Color tags only support the following named colors: [code]black[/code], " +"[code]red[/code], [code]green[/code], [code]yellow[/code], [code]blue[/" +"code], [code]magenta[/code], [code]pink[/code], [code]purple[/code], " +"[code]cyan[/code], [code]white[/code], [code]orange[/code], [code]gray[/" +"code]. Hexadecimal color codes are not supported.\n" +"URL tags only support URLs wrapped by an URL tag, not URLs with a different " +"title.\n" +"When printing to standard output, the supported subset of BBCode is " +"converted to ANSI escape codes for the terminal emulator to display. Support " +"for ANSI escape codes varies across terminal emulators, especially for " +"italic and strikethrough. In standard output, [code]code[/code] is " +"represented with faint text but without any font change. Unsupported tags " +"are left as-is in standard output.\n" +"[codeblocks]\n" +"[gdscript]\n" +"print_rich(\"[color=green][b]Hello world![/b][/color]\") # Prints out " +"\"Hello world!\" in green with a bold font\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // Prints out " +"\"Hello world!\" in green with a bold font\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] Consider using [method push_error] and [method push_warning] to " +"print error and warning messages instead of [method print] or [method " +"print_rich]. This distinguishes them from print messages used for debugging " +"purposes, while also displaying a stack trace when an error or warning is " +"printed.\n" +"[b]Note:[/b] On Windows, only Windows 10 and later correctly displays ANSI " +"escape codes in standard output." +msgstr "" +"以尽可能最佳的方式将一个或多个任意类型的参数转换为字符串,并将其打印到控制" +"台。\n" +"支持以下 BBCode 标签: [code]b[/code]、[code]i[/code]、[code]u[/code]、" +"[code]s[/code]、[code]indent[/code]、[code]code[/code]、[code]url[/code]、" +"[code]center[/code]、[code]right[/code]、[code]color[/code]、[code]bgcolor[/" +"code]、[code]fgcolor[/code]。\n" +"颜色标签仅支持以下颜色名称:[code]black[/code]、[code]red[/code]、" +"[code]green[/code]、[code]yellow[/code]、[code]blue[/code]、[code]magenta[/" +"code]、[code]pink[/code]、[code]purple[/code]、[code]cyan[/code]、" +"[code]white[/code]、[code]orange[/code]、[code]gray[/code]。不支持十六进制颜" +"色代码。\n" +"URL 标签仅支持在 URL 标签中包含 URL,不支持使用不同标题的 URL。\n" +"当打印到标准输出时,支持的 BBCode 子集被转换为 ANSI 转义码以供终端仿真器显" +"示。对 ANSI 转义码的支持可能因终端仿真器而异,尤其是斜体和删除线。在标准输出" +"中,[code]code[/code] 会使用较弱的文本表示,但字体不变。不支持的标签在标准输" +"出中会原样保留。\n" +"[codeblocks]\n" +"[gdscript]\n" +"print_rich(\"[color=green][b]Hello world![/b][/color]\") # 输出绿色的粗" +"体“Hello world!”\n" +"[/gdscript]\n" +"[csharp]\n" +"GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // 输出绿色的粗" +"体“Hello world!”\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]请考虑使用 [method push_error] 和 [method push_warning] 来打印错" +"误和警告消息,而不是 [method print] 或 [method print_rich]。这将它们与用于调" +"试目的的打印消息区分开来,同时还会在打印错误或警告时显示堆栈跟踪。\n" +"[b]注意:[/b]在 Windows 中,只有 Windows 10 及后续版本能够在标准输出中正确显" +"示 ANSI 转义码。" + msgid "" "If verbose mode is enabled ([method OS.is_stdout_verbose] returning " "[code]true[/code]), converts one or more arguments of any type to string in " @@ -4579,18 +4783,6 @@ msgstr "" "与任何 MIDI 消息都不对应的枚举值。这用于初始化具有通用状态的 [enum " "MIDIMessage] 属性。" -msgid "" -"MIDI note OFF message. See the documentation of [InputEventMIDI] for " -"information of how to use MIDI inputs." -msgstr "" -"MIDI 音符 OFF 消息。如何使用 MIDI 输入的信息请参阅 [InputEventMIDI] 的文档。" - -msgid "" -"MIDI note ON message. See the documentation of [InputEventMIDI] for " -"information of how to use MIDI inputs." -msgstr "" -"MIDI 音符 ON 消息。如何使用 MIDI 输入的信息请参阅 [InputEventMIDI] 的文档。" - msgid "" "MIDI aftertouch message. This message is most often sent by pressing down on " "the key after it \"bottoms out\"." @@ -5182,14 +5374,6 @@ msgstr "只有在支持现代渲染器(不包含 GLES3)的情况下该属性 msgid "The property is read-only in the [EditorInspector]." msgstr "该属性在 [EditorInspector] 中只读。" -msgid "Default usage (storage, editor and network)." -msgstr "默认用法(存储、编辑器和网络)。" - -msgid "" -"Default usage but without showing the property in the editor (storage, " -"network)." -msgstr "默认用法,但不在编辑器中显示属性(存储、网络)。" - msgid "Flag for a normal method." msgstr "普通方法的标志。" @@ -5786,6 +5970,167 @@ msgstr "填充窗口背景的面板。" msgid "Interface to low level AES encryption features." msgstr "底层 AES 加密功能接口。" +msgid "" +"This class provides access to AES encryption/decryption of raw data. Both " +"AES-ECB and AES-CBC mode are supported.\n" +"[codeblocks]\n" +"[gdscript]\n" +"extends Node\n" +"\n" +"var aes = AESContext.new()\n" +"\n" +"func _ready():\n" +" var key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n" +" var data = \"My secret text!!\" # Data size must be multiple of 16 " +"bytes, apply padding if needed.\n" +" # Encrypt ECB\n" +" aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8_buffer())\n" +" var encrypted = aes.update(data.to_utf8_buffer())\n" +" aes.finish()\n" +" # Decrypt ECB\n" +" aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8_buffer())\n" +" var decrypted = aes.update(encrypted)\n" +" aes.finish()\n" +" # Check ECB\n" +" assert(decrypted == data.to_utf8_buffer())\n" +"\n" +" var iv = \"My secret iv!!!!\" # IV must be of exactly 16 bytes.\n" +" # Encrypt CBC\n" +" aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8_buffer(), iv." +"to_utf8_buffer())\n" +" encrypted = aes.update(data.to_utf8_buffer())\n" +" aes.finish()\n" +" # Decrypt CBC\n" +" aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8_buffer(), iv." +"to_utf8_buffer())\n" +" decrypted = aes.update(encrypted)\n" +" aes.finish()\n" +" # Check CBC\n" +" assert(decrypted == data.to_utf8_buffer())\n" +"[/gdscript]\n" +"[csharp]\n" +"using Godot;\n" +"using System.Diagnostics;\n" +"\n" +"public partial class MyNode : Node\n" +"{\n" +" private AesContext _aes = new AesContext();\n" +"\n" +" public override void _Ready()\n" +" {\n" +" string key = \"My secret key!!!\"; // Key must be either 16 or 32 " +"bytes.\n" +" string data = \"My secret text!!\"; // Data size must be multiple of " +"16 bytes, apply padding if needed.\n" +" // Encrypt ECB\n" +" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer());\n" +" byte[] encrypted = _aes.Update(data.ToUtf8Buffer());\n" +" _aes.Finish();\n" +" // Decrypt ECB\n" +" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer());\n" +" byte[] decrypted = _aes.Update(encrypted);\n" +" _aes.Finish();\n" +" // Check ECB\n" +" Debug.Assert(decrypted == data.ToUtf8Buffer());\n" +"\n" +" string iv = \"My secret iv!!!!\"; // IV must be of exactly 16 " +"bytes.\n" +" // Encrypt CBC\n" +" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer(), iv." +"ToUtf8Buffer());\n" +" encrypted = _aes.Update(data.ToUtf8Buffer());\n" +" _aes.Finish();\n" +" // Decrypt CBC\n" +" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer(), iv." +"ToUtf8Buffer());\n" +" decrypted = _aes.Update(encrypted);\n" +" _aes.Finish();\n" +" // Check CBC\n" +" Debug.Assert(decrypted == data.ToUtf8Buffer());\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"此类提供了对原始数据的 AES 加密/解密的访问。同时支持 AES-ECB 和 AES-CBC 模" +"式。\n" +"[codeblocks]\n" +"[gdscript]\n" +"extends Node\n" +"\n" +"var aes = AESContext.new()\n" +"\n" +"func _ready():\n" +" var key = \"My secret key!!!\" # 密钥必须是 16 或 32 字节。\n" +" var data = \"My secret text!!\" # 数据大小必须是 16 字节的倍数,需要时添" +"加补白。\n" +" # ECB 加密\n" +" aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8_buffer())\n" +" var encrypted = aes.update(data.to_utf8_buffer())\n" +" aes.finish()\n" +" # ECB 解密\n" +" aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8_buffer())\n" +" var decrypted = aes.update(encrypted)\n" +" aes.finish()\n" +" # ECB 校验\n" +" assert(decrypted == data.to_utf8_buffer())\n" +"\n" +" var iv = \"My secret iv!!!!\" # IV 必须是 16 字节。\n" +" # CBC 加密\n" +" aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8_buffer(), iv." +"to_utf8_buffer())\n" +" encrypted = aes.update(data.to_utf8_buffer())\n" +" aes.finish()\n" +" # CBC 解密\n" +" aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8_buffer(), iv." +"to_utf8_buffer())\n" +" decrypted = aes.update(encrypted)\n" +" aes.finish()\n" +" # CBC 校验\n" +" assert(decrypted == data.to_utf8_buffer())\n" +"[/gdscript]\n" +"[csharp]\n" +"using Godot;\n" +"using System.Diagnostics;\n" +"\n" +"public partial class MyNode : Node\n" +"{\n" +" private AesContext _aes = new AesContext();\n" +"\n" +" public override void _Ready()\n" +" {\n" +" string key = \"My secret key!!!\"; // 密钥必须是 16 或 32 字节。\n" +" string data = \"My secret text!!\"; // 数据大小必须是 16 字节的倍数," +"需要时添加补白。\n" +" // ECB 加密\n" +" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer());\n" +" byte[] encrypted = _aes.Update(data.ToUtf8Buffer());\n" +" _aes.Finish();\n" +" // ECB 解密\n" +" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer());\n" +" byte[] decrypted = _aes.Update(encrypted);\n" +" _aes.Finish();\n" +" // ECB 校验\n" +" Debug.Assert(decrypted == data.ToUtf8Buffer());\n" +"\n" +" string iv = \"My secret iv!!!!\"; // IV 必须是 16 字节。\n" +" // CBC 加密\n" +" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer(), iv." +"ToUtf8Buffer());\n" +" encrypted = _aes.Update(data.ToUtf8Buffer());\n" +" _aes.Finish();\n" +" // CBC 解密\n" +" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer(), iv." +"ToUtf8Buffer());\n" +" decrypted = _aes.Update(encrypted);\n" +" _aes.Finish();\n" +" // CBC 校验\n" +" Debug.Assert(decrypted == data.ToUtf8Buffer());\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "Close this AES context so it can be started again. See [method start]." msgstr "关闭此 AES 上下文,以便可以再次启动它。见 [method start]。" @@ -5836,6 +6181,13 @@ msgstr "AES 密码封锁器链式解密模式。" msgid "Maximum value for the mode enum." msgstr "模式列举的最大值。" +msgid "" +"Physics body for 2D physics which moves only by script or animation (while " +"affecting other bodies on its path). Useful for moving platforms and doors." +msgstr "" +"2D 物理中的物理物体,仅能够通过脚本或动画移动(会影响路径上的其他物体)。适用" +"于移动的平台和门。" + msgid "" "Animatable body for 2D physics.\n" "An animatable body can't be moved by external forces or contacts, but can be " @@ -5867,6 +6219,13 @@ msgstr "" "[AnimationPlayer] 为运动设置动画时,例如在移动的平台上,这个功能很有用。[b]不" "要[/b]与[method PhysicsBody2D.move_and_collide]一起使用。" +msgid "" +"Physics body for 3D physics which moves only by script or animation (while " +"affecting other bodies on its path). Useful for moving platforms and doors." +msgstr "" +"3D 物理中的物理物体,仅能够通过脚本或动画移动(会影响路径上的其他物体)。适用" +"于移动的平台和门。" + msgid "" "Animatable body for 3D physics.\n" "An animatable body can't be moved by external forces or contacts, but can be " @@ -8329,6 +8688,14 @@ msgstr "" "如果 [param keep_state] 为 [code]true[/code],则动画状态不会在视觉上更新。\n" "[b]注意:[/b]方法/音频/动画播放轨道不会被该方法处理。" +msgid "" +"If playing, the current animation's key, otherwise, the animation last " +"played. When set, this changes the animation, but will not play it unless " +"already playing. See also [member current_animation]." +msgstr "" +"如果正在播放,则为当前动画的键,否则为上次播放的动画。设置后会改变动画,但除" +"非已经播放,否则不会播放。另见 [member current_animation]。" + msgid "" "The number of possible simultaneous sounds for each of the assigned " "AudioStreamPlayers.\n" @@ -9458,6 +9825,15 @@ msgstr "风力随着距其原点的距离而衰减的指数速率。" msgid "The magnitude of area-specific wind force." msgstr "特定区域风力的大小。" +msgid "" +"The [Node3D] which is used to specify the direction and origin of an area-" +"specific wind force. The direction is opposite to the z-axis of the " +"[Node3D]'s local transform, and its origin is the origin of the [Node3D]'s " +"local transform." +msgstr "" +"[Node3D] 用于指定特定区域风力的方向和原点。方向与 [Node3D] 局部变换的 z 轴相" +"反,其原点为 [Node3D] 局部变换的原点。" + msgid "" "Emitted when a [Shape3D] of the received [param area] enters a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" @@ -10194,6 +10570,51 @@ msgstr "" "[/codeblock]\n" "另请参见 [method filter]、[method reduce]、[method any] 和 [method all]。" +msgid "" +"Returns the maximum value contained in the array if all elements are of " +"comparable types. If the elements can't be compared, [code]null[/code] is " +"returned.\n" +"To find the maximum value using a custom comparator, you can use [method " +"reduce]. In this example every array element is checked and the first " +"maximum value is returned:\n" +"[codeblock]\n" +"func _ready():\n" +" var arr = [Vector2(0, 1), Vector2(2, 0), Vector2(1, 1), Vector2(1, 0), " +"Vector2(0, 2)]\n" +" # In this example we compare the lengths.\n" +" print(arr.reduce(func(max, val): return val if is_length_greater(val, " +"max) else max))\n" +"\n" +"func is_length_greater(a, b):\n" +" return a.length() > b.length()\n" +"[/codeblock]" +msgstr "" +"如果数组中包含的所有元素都是可比较的类型,则返回其中的最大值。如果无法比较," +"则返回 [code]null[/code]。\n" +"要使用自定义比较器来查找最大值,可以使用 [method reduce]。这个例子中会比较数" +"组中的每个元素,并返回第一个最大值:\n" +"[codeblock]\n" +"func _ready():\n" +" var arr = [Vector2(0, 1), Vector2(2, 0), Vector2(1, 1), Vector2(1, 0), " +"Vector2(0, 2)]\n" +" # 这个例子中我们比较的是长度。\n" +" print(arr.reduce(func(max, val): return val if is_length_greater(val, " +"max) else max))\n" +"\n" +"func is_length_greater(a, b):\n" +" return a.length() > b.length()\n" +"[/codeblock]" + +msgid "" +"Returns the minimum value contained in the array if all elements are of " +"comparable types. If the elements can't be compared, [code]null[/code] is " +"returned.\n" +"See also [method max] for an example of using a custom comparator." +msgstr "" +"如果数组中包含的所有元素都是可比较的类型,则返回其中的最小值。如果无法比较," +"则返回 [code]null[/code]。\n" +"使用自定义比较器的示例见 [method max]。" + msgid "" "Returns a random value from the target array.\n" "[codeblocks]\n" @@ -13290,6 +13711,72 @@ msgid "" msgstr "" "如果该音频流仅支持单声道播放,则返回 true;如果音频流支持复调,则返回 false。" +msgid "An audio stream with utilities for procedural sound generation." +msgstr "提供程序式声音生成工具的音频流。" + +msgid "" +"[AudioStreamGenerator] is a type of audio stream that does not play back " +"sounds on its own; instead, it expects a script to generate audio data for " +"it. See also [AudioStreamGeneratorPlayback].\n" +"Here's a sample on how to use it to generate a sine wave:\n" +"[codeblock]\n" +"var playback # Will hold the AudioStreamGeneratorPlayback.\n" +"@onready var sample_hz = $AudioStreamPlayer.stream.mix_rate\n" +"var pulse_hz = 440.0 # The frequency of the sound wave.\n" +"\n" +"func _ready():\n" +" $AudioStreamPlayer.play()\n" +" playback = $AudioStreamPlayer.get_stream_playback()\n" +" fill_buffer()\n" +"\n" +"func fill_buffer():\n" +" var phase = 0.0\n" +" var increment = pulse_hz / sample_hz\n" +" var frames_available = playback.get_frames_available()\n" +"\n" +" for i in range(frames_available):\n" +" playback.push_frame(Vector2.ONE * sin(phase * TAU))\n" +" phase = fmod(phase + increment, 1.0)\n" +"[/codeblock]\n" +"In the example above, the \"AudioStreamPlayer\" node must use an " +"[AudioStreamGenerator] as its stream. The [code]fill_buffer[/code] function " +"provides audio data for approximating a sine wave.\n" +"See also [AudioEffectSpectrumAnalyzer] for performing real-time audio " +"spectrum analysis.\n" +"[b]Note:[/b] Due to performance constraints, this class is best used from C# " +"or from a compiled language via GDExtension. If you still want to use this " +"class from GDScript, consider using a lower [member mix_rate] such as 11,025 " +"Hz or 22,050 Hz." +msgstr "" +"[AudioStreamGenerator] 是一种音频流,它自己并不播放声音,而是要用脚本来为它生" +"成音频数据。另见 [AudioStreamGeneratorPlayback]。\n" +"以下是用它来生成正弦波的例子:\n" +"[codeblock]\n" +"var playback # 存放 AudioStreamGeneratorPlayback。\n" +"@onready var sample_hz = $AudioStreamPlayer.stream.mix_rate\n" +"var pulse_hz = 440.0 # 声音波形的频率。\n" +"\n" +"func _ready():\n" +" $AudioStreamPlayer.play()\n" +" playback = $AudioStreamPlayer.get_stream_playback()\n" +" fill_buffer()\n" +"\n" +"func fill_buffer():\n" +" var phase = 0.0\n" +" var increment = pulse_hz / sample_hz\n" +" var frames_available = playback.get_frames_available()\n" +"\n" +" for i in range(frames_available):\n" +" playback.push_frame(Vector2.ONE * sin(phase * TAU))\n" +" phase = fmod(phase + increment, 1.0)\n" +"[/codeblock]\n" +"上面的例子中,“AudioStreamPlayer”节点必须使用 [AudioStreamGenerator] 作为其" +"流。[code]fill_buffer[/code] 函数负责提供模拟正弦波的音频数据。\n" +"要执行实时音频频谱分析,见 [AudioEffectSpectrumAnalyzer]。\n" +"[b]注意:[/b]由于性能的限制,这个类最好在 C# 或者在利用 GDExtension 的编译语" +"言中使用。如果你仍然想要在 GDScript 中使用这个类,请考虑使用 11,025 Hz 或 " +"22,050 Hz 等较低的 [member mix_rate]。" + msgid "" "The length of the buffer to generate (in seconds). Lower values result in " "less latency, but require the script to generate audio data faster, " @@ -15232,6 +15719,16 @@ msgstr "" "镜面反射、屏幕空间反射、[VoxelGI]、SDFGI 或 [ReflectionProbe]。要同时禁用来自" "这些源的反射,请将 [member metallic_specular] 设置为 [code]0.0[/code]。" +msgid "" +"If [code]true[/code], subsurface scattering is enabled. Emulates light that " +"penetrates an object's surface, is scattered, and then emerges. Subsurface " +"scattering quality is controlled by [member ProjectSettings.rendering/" +"environment/subsurface_scattering/subsurface_scattering_quality]." +msgstr "" +"如果为 [code]true[/code],则启用次表面散射。模拟光线穿透物体表面,被散射,然" +"后出现。次表面散射质量由 [member ProjectSettings.rendering/environment/" +"subsurface_scattering/subsurface_scattering_quality] 控制。" + msgid "" "If [code]true[/code], subsurface scattering will use a special mode " "optimized for the color and density of human skin, such as boosting the " @@ -15240,6 +15737,15 @@ msgstr "" "如果为 [code]true[/code],则次表面散射将使用针对人类皮肤的颜色和密度进行优化" "的特殊模式,例如提升次表面散射中红色通道的强度。" +msgid "" +"The strength of the subsurface scattering effect. The depth of the effect is " +"also controlled by [member ProjectSettings.rendering/environment/" +"subsurface_scattering/subsurface_scattering_scale], which is set globally." +msgstr "" +"次表面散射效果的强度。效果的深度也受到全局的 [member ProjectSettings." +"rendering/environment/subsurface_scattering/subsurface_scattering_scale] 的控" +"制。" + msgid "" "Texture used to control the subsurface scattering strength. Stored in the " "red texture channel. Multiplied by [member subsurf_scatter_strength]." @@ -17304,6 +17810,31 @@ msgstr "" "创建新的 [Callable],使用指定对象 [param object] 中名为 [param method] 的方" "法。" +msgid "" +"Returns a copy of this [Callable] with one or more arguments bound. When " +"called, the bound arguments are passed [i]after[/i] the arguments supplied " +"by [method call]. See also [method unbind].\n" +"[b]Note:[/b] When this method is chained with other similar methods, the " +"order in which the argument list is modified is read from right to left." +msgstr "" +"返回该 [Callable] 的副本,绑定其中的一个或多个参数。调用时,被绑定的参数在提" +"供给 [method call] 的参数[i]之后[/i]传递。另见 [method unbind]。\n" +"[b]注意:[/b]这个方法与其他类似方法链式调用时,参数列表的修改顺序是从右至左" +"的。" + +msgid "" +"Returns a copy of this [Callable] with one or more arguments bound, reading " +"them from an array. When called, the bound arguments are passed [i]after[/i] " +"the arguments supplied by [method call]. See also [method unbind].\n" +"[b]Note:[/b] When this method is chained with other similar methods, the " +"order in which the argument list is modified is read from right to left." +msgstr "" +"返回该 [Callable] 的副本,绑定其中的一个或多个参数,参数从数组中读取。调用" +"时,被绑定的参数在提供给 [method call] 的参数[i]之后[/i]传递。另见 [method " +"unbind]。\n" +"[b]注意:[/b]这个方法与其他类似方法链式调用时,参数列表的修改顺序是从右至左" +"的。" + msgid "" "Calls the method represented by this [Callable]. Arguments can be passed and " "should match the method's signature." @@ -17429,6 +17960,36 @@ msgstr "" "程过程调用)。用于多人游戏,一般不可用,除非所调用的函数有 [i]RPC[/i] 标记。" "在不支持的方法上调用该方法会导致出错。见 [method Node.rpc_id]。" +msgid "" +"Returns a copy of this [Callable] with a number of arguments unbound. In " +"other words, when the new callable is called the last few arguments supplied " +"by the user are ignored, according to [param argcount]. The remaining " +"arguments are passed to the callable. This allows to use the original " +"callable in a context that attempts to pass more arguments than this " +"callable can handle, e.g. a signal with a fixed number of arguments. See " +"also [method bind].\n" +"[b]Note:[/b] When this method is chained with other similar methods, the " +"order in which the argument list is modified is read from right to left.\n" +"[codeblock]\n" +"func _ready():\n" +" foo.unbind(1).call(1, 2) # Calls foo(1).\n" +" foo.bind(3, 4).unbind(1).call(1, 2) # Calls foo(1, 3, 4), note that it " +"does not change the arguments from bind.\n" +"[/codeblock]" +msgstr "" +"返回这个 [Callable] 的副本,解绑了一些参数。换句话说,调用新的可调用体时,用" +"户提供的最后几个参数会被忽略,忽略几个由 [param argcount] 决定。剩余的参数会" +"被传递给该可调用体。这样传入的参数就能够比原本可调用体所能处理的参数要多,例" +"如带有固定数量参数的信号。另见 [method bind]。\n" +"[b]注意:[/b]这个方法与其他类似方法链式调用时,参数列表的修改顺序是从右至左" +"的。\n" +"[codeblock]\n" +"func _ready():\n" +" foo.unbind(1).call(1, 2) # 调用 foo(1).\n" +" foo.bind(3, 4).unbind(1).call(1, 2) # 调用 foo(1, 3, 4),注意改动的不是 " +"bind 中的参数。\n" +"[/codeblock]" + msgid "Returns [code]true[/code] if both [Callable]s invoke different targets." msgstr "如果两个 [Callable] 调用的目标不同,则返回 [code]true[/code]。" @@ -19020,6 +19581,20 @@ msgstr "" "用所提供的纹理以 2D 方式绘制一个 [MultiMesh]。相关文档请参考 " "[MultiMeshInstance2D]。" +msgid "" +"Draws a solid polygon of any number of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]. If you need more flexibility (such as being able to " +"use bones), use [method RenderingServer.canvas_item_add_triangle_array] " +"instead." +msgstr "" +"绘制一个由任意数量的点构成的实心多边形,凸形或凹形。与 [method " +"draw_colored_polygon] 不同,每个点的颜色都可以单独改变。另见 [method " +"draw_polyline] 和 [method draw_polyline_colors]。如果你需要更大的自由度(例如" +"能够使用骨骼),请改用 [method RenderingServer." +"canvas_item_add_triangle_array]。" + msgid "" "Draws interconnected line segments with a uniform [param color] and [param " "width] and optional antialiasing (supported only for positive [param " @@ -19073,6 +19648,33 @@ msgstr "" "消息。另请参阅 [method draw_line]、[method draw_polyline]、[method " "draw_polygon]、[method draw_rect]。" +msgid "" +"Draws a rectangle. If [param filled] is [code]true[/code], the rectangle " +"will be filled with the [param color] specified. If [param filled] is " +"[code]false[/code], the rectangle will be drawn as a stroke with the [param " +"color] and [param width] specified. See also [method draw_texture_rect].\n" +"If [param width] is negative, then two-point primitives will be drawn " +"instead of a four-point ones. This means that when the CanvasItem is scaled, " +"the lines will remain thin. If this behavior is not desired, then pass a " +"positive [param width] like [code]1.0[/code].\n" +"[b]Note:[/b] [param width] is only effective if [param filled] is " +"[code]false[/code].\n" +"[b]Note:[/b] Unfilled rectangles drawn with a negative [param width] may not " +"display perfectly. For example, corners may be missing or brighter due to " +"overlapping lines (for a translucent [param color])." +msgstr "" +"绘制一个矩形。如果 [param filled] 为 [code]true[/code],则矩形将使用指定的 " +"[param color] 填充。如果 [param filled] 为 [code]false[/code],则矩形将被绘制" +"为具有指定的 [param color] 和 [param width] 的笔划。另见 [method " +"draw_texture_rect]。\n" +"如果 [param width] 为负,则将绘制一个两点图元而不是一个四点图元。这意味着当缩" +"放 CanvasItem 时,线条将保持细长。如果不需要此行为,请传递一个正的 [param " +"width],如 [code]1.0[/code]。\n" +"[b]注意:[/b][param width] 只有在 [param filled] 为 [code]false[/code] 时才有" +"效。\n" +"[b]注意:[/b]使用负 [param width] 绘制的未填充矩形可能不会完美显示。例如,由" +"于线条的重叠,角可能会缺失或变亮(对于半透明的 [param color])。" + msgid "" "Sets a custom transform for drawing via components. Anything drawn " "afterwards will be transformed by this.\n" @@ -19171,6 +19773,26 @@ msgstr "绘制一个样式矩形。" msgid "Draws a texture at a given position." msgstr "在给定的位置绘制纹理。" +msgid "" +"Draws a textured rectangle at a given position, optionally modulated by a " +"color. If [param transpose] is [code]true[/code], the texture will have its " +"X and Y coordinates swapped. See also [method draw_rect] and [method " +"draw_texture_rect_region]." +msgstr "" +"在给定位置绘制一个带纹理的矩形,可以选择用颜色调制。如果 [param transpose] " +"为 [code]true[/code],则纹理将交换其 X 和 Y 坐标。另见 [method draw_rect] 和 " +"[method draw_texture_rect_region]。" + +msgid "" +"Draws a textured rectangle from a texture's region (specified by [param " +"src_rect]) at a given position, optionally modulated by a color. If [param " +"transpose] is [code]true[/code], the texture will have its X and Y " +"coordinates swapped. See also [method draw_texture_rect]." +msgstr "" +"在给定的位置绘制具有纹理的矩形,可以指定所使用的纹理区域(由 [param " +"src_rect] 指定),可选择用颜色调制。如果 [param transpose] 为 [code]true[/" +"code],则纹理将交换其 X 和 Y 坐标。另见 [method draw_texture_rect]。" + msgid "" "Forces the transform to update. Transform changes in physics are not instant " "for performance reasons. Transforms are accumulated and then set. Use this " @@ -19190,6 +19812,17 @@ msgid "" "in, to the [Viewport]s coordinate system." msgstr "返回从该项目所在的画布坐标系到 [Viewport] 坐标系的变换。" +msgid "" +"Returns the mouse's position in the [CanvasLayer] that this [CanvasItem] is " +"in using the coordinate system of the [CanvasLayer].\n" +"[b]Note:[/b] For screen-space coordinates (e.g. when using a non-embedded " +"[Popup]), you can use [method DisplayServer.mouse_get_position]." +msgstr "" +"返回该 [CanvasItem] 所在的 [CanvasLayer] 中鼠标的位置,使用该 [CanvasLayer] " +"的坐标系。\n" +"[b]注意:[/b]要得到屏幕空间的坐标(例如使用非嵌入式 [Popup] 时),你可以使用 " +"[method DisplayServer.mouse_get_position]。" + msgid "" "Returns the global transform matrix of this item, i.e. the combined " "transform up to the topmost [CanvasItem] node. The topmost item is a " @@ -19255,6 +19888,16 @@ msgid "" "to children." msgstr "如果将全局变换通知传达给子级,则返回 [code]true[/code]。" +msgid "" +"Returns [code]true[/code] if the node is present in the [SceneTree], its " +"[member visible] property is [code]true[/code] and all its ancestors are " +"also visible. If any ancestor is hidden, this node will not be visible in " +"the scene tree, and is consequently not drawn (see [method _draw])." +msgstr "" +"如果该节点位于 [SceneTree] 中,并且其 [member visible] 属性为 [code]true[/" +"code],并且其所有上层节点也均可见,则返回 [code]true[/code]。如果任何上层节点" +"被隐藏,则该节点在场景树中将不可见,因此也不会进行绘制(见 [method _draw])。" + msgid "Assigns [param screen_point] as this node's new local transform." msgstr "将 [param screen_point] 指定为该节点的新局部变换。" @@ -19383,6 +20026,20 @@ msgstr "" "有父级均与 [Viewport] 的画布剔除遮罩有交集,该 [Viewport] 才会渲染此 " "[CanvasItem]。" +msgid "" +"If [code]true[/code], this [CanvasItem] is drawn. The node is only visible " +"if all of its ancestors are visible as well (in other words, [method " +"is_visible_in_tree] must return [code]true[/code]).\n" +"[b]Note:[/b] For controls that inherit [Popup], the correct way to make them " +"visible is to call one of the multiple [code]popup*()[/code] functions " +"instead." +msgstr "" +"如果为 [code]true[/code],这个 [CanvasItem] 被绘制。只有当它的所有父节点也可" +"见时,该节点才是可见的(换句话说,[method is_visible_in_tree] 必须返回 " +"[code]true[/code])。\n" +"[b]注意:[/b]对于继承了 [Popup] 的控件,使其可见的正确方法是调用多个 " +"[code]popup*()[/code] 函数之一。" + msgid "" "If [code]true[/code], child nodes with the lowest Y position are drawn " "before those with a higher Y position. If [code]false[/code], Y-sorting is " @@ -21478,6 +22135,9 @@ msgstr "将该选项标记为变量。" msgid "Marks the option as a member." msgstr "将该选项标记为成员。" +msgid "Marks the option as an enum entry." +msgstr "将该选项标记为枚举条目。" + msgid "Marks the option as a constant." msgstr "将该选项标记为常量。" @@ -25516,6 +26176,18 @@ msgstr "" "该覆盖完整的来源文本 [param text],不应该存在重叠。BiDi 算法会对每个范围单独" "应用。" +msgid "" +"Marks an input event as handled. Once you accept an input event, it stops " +"propagating, even to nodes listening to [method Node._unhandled_input] or " +"[method Node._unhandled_key_input].\n" +"[b]Note:[/b] This does not affect the methods in [Input], only the way " +"events are propagated." +msgstr "" +"将输入事件标记为已处理。一旦接受输入事件,传播就会停止,不会再传播到正在侦听 " +"[method Node._unhandled_input] 和 [method Node._unhandled_key_input] 的节" +"点。\n" +"[b]注意:[/b]不会影响 [Input] 中的方法,只会影响事件的传播。" + msgid "" "Creates a local override for a theme [Color] with the specified [param " "name]. Local overrides always take precedence when fetching theme items for " @@ -29658,6 +30330,19 @@ msgstr "" "如果曲线没有向上向量,则该函数将向控制台发送一个错误,并返回 [code](0, 1, 0)" "[/code]。" +msgid "" +"Similar with [code]interpolate_baked()[/code]. The return value is " +"[code]Transform3D[/code], with [code]origin[/code] as point position, " +"[code]basis.x[/code] as sideway vector, [code]basis.y[/code] as up vector, " +"[code]basis.z[/code] as forward vector. When the curve length is 0, there is " +"no reasonable way to calculate the rotation, all vectors aligned with global " +"space axes." +msgstr "" +"与 [code]interpolate_baked()[/code] 类似。返回值为 [code]Transform3D[/code]," +"其中 [code]origin[/code] 作为点位置,[code]basis.x[/code] 作为横向向量," +"[code]basis.y[/code] 作为向上向量,[code]basis.z[/code] 作为前向向量。当曲线" +"长度为 0 时,将没有合理的方法来计算旋转,所有向量都会与全局空间轴对齐。" + msgid "" "Sets the tilt angle in radians for the point [param idx]. If the index is " "out of bounds, the function sends an error to the console.\n" @@ -33609,6 +34294,14 @@ msgstr "" "确保您的项目在启用全屏模式时支持[url=$DOCS_URL/tutorials/rendering/" "multiple_resolutions.html]多个分辨率[/url]。" +msgid "" +"The window can't be resized by dragging its resize grip. It's still possible " +"to resize the window using [method window_set_size]. This flag is ignored " +"for full screen windows." +msgstr "" +"该窗口不能通过拖动其调整大小的手柄来调整大小。但仍然可以使用 [method " +"window_set_size] 调整窗口大小。全屏窗口会忽略该标志。" + msgid "" "The window do not have native title bar and other decorations. This flag is " "ignored for full-screen windows." @@ -33638,6 +34331,19 @@ msgid "" "mouse clicks." msgstr "该窗口无法获得焦点。无聚焦窗口会忽略除鼠标点击外的所有输入。" +msgid "" +"Window is part of menu or [OptionButton] dropdown. This flag can't be " +"changed when the window is visible. An active popup window will exclusively " +"receive all input, without stealing focus from its parent. Popup windows are " +"automatically closed when uses click outside it, or when an application is " +"switched. Popup window must have transient parent set (see [method " +"window_set_transient])." +msgstr "" +"窗口是菜单或 [OptionButton] 下拉菜单的一部分。当窗口可见时,不能更改该标志。" +"活动的弹出窗口会以独占的形式接收所有输入,但不会从其父窗口窃取焦点。当在其外" +"部点击或切换应用程序时,弹出窗口将会自动关闭。 弹出窗口必须已经设置了临时父级" +"(参见 [method window_set_transient])。" + msgid "" "Window content is expanded to the full size of the window. Unlike borderless " "window, the frame is left intact and can be used to resize the window, title " @@ -43928,6 +44634,9 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" +msgid "Evaluating Expressions" +msgstr "表达式求值" + msgid "" "Executes the expression that was previously parsed by [method parse] and " "returns the result. Before you use the returned object, you should check if " @@ -44968,6 +45677,18 @@ msgstr "" msgid "Invalidate and update the current dialog content list." msgstr "使当前对话框内容列表无效并更新。" +msgid "" +"The file system access scope. See [enum Access] constants.\n" +"[b]Warning:[/b] Currently, in sandboxed environments such as Web builds or " +"sandboxed macOS apps, FileDialog cannot access the host file system. See " +"[url=https://github.com/godotengine/godot-proposals/issues/1123]godot-" +"proposals#1123[/url]." +msgstr "" +"文件系统的访问范围。见 [enum Access] 常量。\n" +"[b]警告:[/b]目前,在 Web 构建或沙盒 macOS 应用程序等沙盒环境中,FileDialog " +"无法访问主机文件系统。参见 [url=https://github.com/godotengine/godot-" +"proposals/issues/1123]godot-proposals#1123[/url]。" + msgid "The current working directory of the file dialog." msgstr "文件对话框的当前工作目录。" @@ -44977,6 +45698,15 @@ msgstr "文件对话框的当前选定的文件。" msgid "The currently selected file path of the file dialog." msgstr "当前选择的文件对话框的文件路径。" +msgid "" +"If [code]true[/code], changing the [member file_mode] property will set the " +"window title accordingly (e.g. setting [member file_mode] to [constant " +"FILE_MODE_OPEN_FILE] will change the window title to \"Open a File\")." +msgstr "" +"如果为 [code]true[/code],更改 [member file_mode] 属性将相应地设置窗口标题" +"(例如,将 [member file_mode] 设置为 [constant FILE_MODE_OPEN_FILE],会将窗口" +"标题更改为“打开文件”)。" + msgid "" "If non-empty, the given sub-folder will be \"root\" of this [FileDialog], i." "e. user won't be able to go to its parent directory." @@ -46420,18 +47150,6 @@ msgstr "" msgid "A script implemented in the GDScript programming language." msgstr "用 GDScript 编程语言实现的脚本。" -msgid "" -"A script implemented in the GDScript programming language. The script " -"extends the functionality of all objects that instantiate it.\n" -"[method new] creates a new instance of the script. [method Object." -"set_script] extends an existing object, if that object's class matches one " -"of the script's base classes." -msgstr "" -"一个用 GDScript 编程语言实现的脚本。该脚本扩展了实例化该对象后其所有对象的功" -"能。\n" -"[method new] 创建一个新的脚本实例。如果一个对象的类与脚本的基类之一匹配,则 " -"[method Object.set_script] 会扩展该对象。" - msgid "GDScript documentation index" msgstr "GDScript 文档索引" @@ -49232,6 +49950,20 @@ msgstr "返回渐变中的颜色数。" msgid "Removes the color at the index [param point]." msgstr "移除索引 [param point] 处的颜色。" +msgid "" +"Reverses/mirrors the gradient.\n" +"[b]Note:[/b] This method mirrors all points around the middle of the " +"gradient, which may produce unexpected results when [member " +"interpolation_mode] is set to [constant GRADIENT_INTERPOLATE_CONSTANT]." +msgstr "" +"将渐变进行翻转/镜像。\n" +"[b]注意:[/b]这个方法会将所有点以渐变的中点进行镜像,[member " +"interpolation_mode] 为 [constant GRADIENT_INTERPOLATE_CONSTANT] 时可能产生意" +"外的结果。" + +msgid "Returns the interpolated color specified by [param offset]." +msgstr "返回由偏移 [param offset] 指定的插值颜色。" + msgid "Sets the color of the gradient color at index [param point]." msgstr "设置渐变色在索引 [param point] 处的颜色。" @@ -53380,6 +54112,12 @@ msgstr "使用 ETC2 压缩。" msgid "Use BPTC compression." msgstr "使用 BPTC 压缩。" +msgid "Use ASTC compression." +msgstr "使用 ASTC 压缩。" + +msgid "Represents the size of the [enum CompressMode] enum." +msgstr "代表 [enum CompressMode] 枚举的大小。" + msgid "" "Source texture (before compression) is a regular texture. Default for all " "textures." @@ -53647,6 +54385,38 @@ msgstr "" msgid "Mesh optimized for creating geometry manually." msgstr "为手动创建几何体,而优化的网格。" +msgid "" +"A mesh type optimized for creating geometry manually, similar to OpenGL 1.x " +"immediate mode.\n" +"Here's a sample on how to generate a triangular face:\n" +"[codeblocks]\n" +"var mesh = ImmediateMesh.new()\n" +"mesh.surface_begin(Mesh.PRIMITIVE_TRIANGLES)\n" +"mesh.surface_add_vertex(Vector3.LEFT)\n" +"mesh.surface_add_vertex(Vector3.FORWARD)\n" +"mesh.surface_add_vertex(Vector3.ZERO)\n" +"mesh.surface_end()\n" +"[/codeblocks]\n" +"[b]Note:[/b] Generating complex geometries with [ImmediateMesh] is highly " +"inefficient. Instead, it is designed to generate simple geometry that " +"changes often." +msgstr "" +"针对手动创建几何体优化的网格类型,与 OpenGL 1.x 的立即模式类似。\n" +"以下是生成三角形面的示例:\n" +"[codeblocks]\n" +"var mesh = ImmediateMesh.new()\n" +"mesh.surface_begin(Mesh.PRIMITIVE_TRIANGLES)\n" +"mesh.surface_add_vertex(Vector3.LEFT)\n" +"mesh.surface_add_vertex(Vector3.FORWARD)\n" +"mesh.surface_add_vertex(Vector3.ZERO)\n" +"mesh.surface_end()\n" +"[/codeblocks]\n" +"[b]注意:[/b]使用 [ImmediateMesh] 生成复杂的几何体极其低效。这种网格的设计目" +"的是用来生成经常变化的简单几何体。" + +msgid "Using ImmediateMesh" +msgstr "使用 ImmediateMesh" + msgid "Clear all surfaces." msgstr "清除所有表面。" @@ -53808,6 +54578,23 @@ msgstr "设置给定面的 [Material] 材质。该面将会使用此材质渲染 msgid "A singleton that deals with inputs." msgstr "处理输入的单例。" +msgid "" +"A singleton that deals with inputs. This includes key presses, mouse buttons " +"and movement, joypads, and input actions. Actions and their events can be " +"set in the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or " +"with the [InputMap] class.\n" +"[b]Note:[/b] The methods here reflect the global input state and are not " +"affected by [method Control.accept_event] or [method Viewport." +"set_input_as_handled], which only deal with the way input is propagated in " +"the [SceneTree]." +msgstr "" +"处理输入的单例。处理的内容包括键盘、鼠标按键和移动、游戏手柄、输入动作。可以" +"在[b]项目 > 项目设置[/b]的[b]输入映射[/b]选项卡中或使用 [InputMap] 类设置动作" +"及其事件。\n" +"[b]注意:[/b]此处的方法反映的是全局输入状态,不受 [method Control." +"accept_event] 和 [method Viewport.set_input_as_handled] 的影响,这两个方法处" +"理的是在 [SceneTree] 中传播的输入。" + msgid "Inputs documentation index" msgstr "输入文档索引" @@ -55077,28 +55864,6 @@ msgstr "" "General MIDI 文中的乐器列表,不过这个值是从 0 开始的,所以请把那张表中的数字" "都减一。标准钢琴的乐器号为 0。" -msgid "" -"Returns a value indicating the type of message for this MIDI signal. This is " -"a member of the [enum MIDIMessage] enum.\n" -"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " -"returned as this value, as the other part is the channel (ex: 0x94 becomes " -"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" -"Notes will return [constant MIDI_MESSAGE_NOTE_ON] when activated, but they " -"might not always return [constant MIDI_MESSAGE_NOTE_OFF] when deactivated, " -"therefore your code should treat the input as stopped if some period of time " -"has passed.\n" -"For more information, see the MIDI message status byte list chart linked " -"above." -msgstr "" -"返回表示这个 MIDI 信号类型的值,是 [enum MIDIMessage] 枚举的成员。\n" -"对于在 0x80 和 0xEF 之间的 MIDI 消息,这个值返回的是左半部分的比特位,另一半" -"是通道(例:0x94 会变成 0x9)。对于在 0xF0 到 0xFF 之间的 MIDI 消息,这个值是" -"原样返回的。\n" -"激活音符时会返回 [constant MIDI_MESSAGE_NOTE_ON],但失活时并不一定会返回 " -"[constant MIDI_MESSAGE_NOTE_OFF],因此你的代码应该在经过一段时间后将输入处理" -"为停止。\n" -"更多消息请参阅上面链接的 MIDI 消息状态字节列表。" - msgid "" "The pitch index number of this MIDI signal. This value ranges from 0 to 127. " "On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " @@ -55112,19 +55877,6 @@ msgid "" "devices, this value is always zero." msgstr "MIDI 信号的压力。这个值在 0 到 127 之间。对于很多设备,这个值总是 0。" -msgid "" -"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " -"piano, this corresponds to how quickly the key was pressed, and is rarely " -"above about 110 in practice. Note that some MIDI devices may send a " -"[constant MIDI_MESSAGE_NOTE_ON] message with zero velocity and expect this " -"to be treated the same as a [constant MIDI_MESSAGE_NOTE_OFF] message, but " -"device implementations vary so Godot reports event data exactly as received." -msgstr "" -"MIDI 信号的速度。这个值在 0 到 127 之间。对于钢琴,这对应的是按键有多块,实际" -"很少超过 110。请注意,部分 MIDI 设备可能会发送速度为零的 [constant " -"MIDI_MESSAGE_NOTE_ON] 并期望进行和 [constant MIDI_MESSAGE_NOTE_OFF] 一样的处" -"理,但因设备实现而异,所以 Godot 会原样汇报事件数据。" - msgid "Base input event type for mouse events." msgstr "鼠标事件的基本输入事件类型。" @@ -65917,6 +66669,15 @@ msgid "" "of this node." msgstr "如果本地系统为这个节点的多人游戏控制者,则返回 [code]true[/code]。" +msgid "" +"Returns [code]true[/code] if the node is ready, i.e. it's inside scene tree " +"and all its children are initialized.\n" +"[method request_ready] resets it back to [code]false[/code]." +msgstr "" +"如果该节点已就绪,则返回 [code]true[/code],即该节点位于场景树中,并且所有子" +"项均已初始化。\n" +"[method request_ready] 会将其重置回 [code]false[/code]。" + msgid "" "Returns [code]true[/code] if physics processing is enabled (see [method " "set_physics_process])." @@ -69168,6 +69929,19 @@ msgstr "" "为是仅供编辑器使用的。仅限编辑器的元数据不会显示在检查器停靠面板中,也不应该" "被编辑,但它仍可以被该方法找到。" +msgid "" +"Returns [code]true[/code] if the given [param method] name exists in the " +"object.\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." +msgstr "" +"如果该对象中存在给定的方法名 [param method],则返回 [code]true[/code]。\n" +"[b]注意:[/b]在 C# 中引用内置 Godot 方法时 [param method] 必须为 snake_case " +"蛇形大小写。请优先使用 [code]MethodName[/code] 类中暴露的名称,避免每次调用都" +"重新分配一个 [StringName]。" + msgid "" "Returns [code]true[/code] if the given [param signal] name exists in the " "object.\n" @@ -79024,39 +79798,9 @@ msgstr "如果大于 0,则这个值是此 Joint3D 产生的冲量的最大值 msgid "Placeholder class for a cubemap texture." msgstr "立方体贴图纹理的占位类。" -msgid "" -"This class is used when loading a project that uses a [Cubemap] subclass in " -"2 conditions:\n" -"- When running the project exported in dedicated server mode, only the " -"texture's dimensions are kept (as they may be relied upon for gameplay " -"purposes or positioning of other elements). This allows reducing the " -"exported PCK's size significantly.\n" -"- When this subclass is missing due to using a different engine version or " -"build (e.g. modules disabled)." -msgstr "" -"加载使用 [Cubemap] 子类的项目时,使用这个类的情况有两种:\n" -"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹" -"理的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n" -"- 由于引擎版本或构建不同而缺失这个子类(例如禁用了某些模块)。" - msgid "Placeholder class for a cubemap texture array." msgstr "立方体贴图纹理数组的占位类。" -msgid "" -"This class is used when loading a project that uses a [CubemapArray] " -"subclass in 2 conditions:\n" -"- When running the project exported in dedicated server mode, only the " -"texture's dimensions are kept (as they may be relied upon for gameplay " -"purposes or positioning of other elements). This allows reducing the " -"exported PCK's size significantly.\n" -"- When this subclass is missing due to using a different engine version or " -"build (e.g. modules disabled)." -msgstr "" -"加载使用 [CubemapArray] 子类的项目时,使用这个类的情况有两种:\n" -"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹" -"理的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n" -"- 由于引擎版本或构建不同而缺失这个子类(例如禁用了某些模块)。" - msgid "Placeholder class for a material." msgstr "材质的占位类。" @@ -79099,21 +79843,6 @@ msgstr "局部空间中,包含这个网格的最小 [AABB]。" msgid "Placeholder class for a 2-dimensional texture." msgstr "二维纹理的占位类。" -msgid "" -"This class is used when loading a project that uses a [Texture2D] subclass " -"in 2 conditions:\n" -"- When running the project exported in dedicated server mode, only the " -"texture's dimensions are kept (as they may be relied upon for gameplay " -"purposes or positioning of other elements). This allows reducing the " -"exported PCK's size significantly.\n" -"- When this subclass is missing due to using a different engine version or " -"build (e.g. modules disabled)." -msgstr "" -"加载使用 [Texture2D] 子类的项目时,使用这个类的情况有两种:\n" -"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹" -"理的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n" -"- 由于引擎版本或构建不同而缺失这个子类(例如禁用了某些模块)。" - msgid "The texture's size (in pixels)." msgstr "纹理的尺寸(单位为像素)。" @@ -79123,36 +79852,6 @@ msgstr "二维纹理数组的占位类。" msgid "Placeholder class for a 3-dimensional texture." msgstr "三维纹理的占位类。" -msgid "" -"This class is used when loading a project that uses a [Texture3D] subclass " -"in 2 conditions:\n" -"- When running the project exported in dedicated server mode, only the " -"texture's dimensions are kept (as they may be relied upon for gameplay " -"purposes or positioning of other elements). This allows reducing the " -"exported PCK's size significantly.\n" -"- When this subclass is missing due to using a different engine version or " -"build (e.g. modules disabled)." -msgstr "" -"加载使用 [Texture3D] 子类的项目时,使用这个类的情况有两种:\n" -"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹" -"理的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n" -"- 由于引擎版本或构建不同而缺失这个子类(例如禁用了某些模块)。" - -msgid "" -"This class is used when loading a project that uses a [TextureLayered] " -"subclass in 2 conditions:\n" -"- When running the project exported in dedicated server mode, only the " -"texture's dimensions are kept (as they may be relied upon for gameplay " -"purposes or positioning of other elements). This allows reducing the " -"exported PCK's size significantly.\n" -"- When this subclass is missing due to using a different engine version or " -"build (e.g. modules disabled)." -msgstr "" -"加载使用 [TextureLayered] 子类的项目时,使用这个类的情况有两种:\n" -"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹" -"理的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n" -"- 由于引擎版本或构建不同而缺失这个子类(例如禁用了某些模块)。" - msgid "The number of layers in the texture array." msgstr "纹理数组中的层数。" @@ -82897,6 +83596,13 @@ msgstr "" "[member ScrollContainer.scroll_deadzone],它将用于所有 [ScrollContainer],除" "非fug。" +msgid "" +"If [code]true[/code], snaps [Control] node vertices to the nearest pixel to " +"ensure they remain crisp even when the camera moves or zooms." +msgstr "" +"如果为 [code]true[/code],则将 [Control] 节点的顶点吸附到最近的像素,确保即便" +"相机发生移动或缩放也能够保持锐利。" + msgid "" "If [code]true[/code], swaps [b]Cancel[/b] and [b]OK[/b] buttons in dialogs " "on Windows and UWP to follow interface conventions. [method DisplayServer." @@ -83342,6 +84048,16 @@ msgid "" "macOS specific override for the shortcut to add a caret below every caret." msgstr "针对 macOS 的快捷键覆盖项,对应在各个光标下方再添加一个光标的快捷键。" +msgid "" +"Default [InputEventAction] to move the text cursor to the end of the text.\n" +"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " +"necessary for the internal logic of several [Control]s. The events assigned " +"to the action can however be modified." +msgstr "" +"默认 [InputEventAction],用于将文本光标移动到文本的末尾。\n" +"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" +"的,无法删除。但是可以修改分配给该动作的事件。" + msgid "" "macOS specific override for the shortcut to move the text cursor to the end " "of the text." @@ -85394,6 +86110,35 @@ msgstr "" "伪像。\n" "[b]注意:[/b]TAA 只支持 Forward+ 渲染方式,不支持 Mobile 或 Compatibility。" +msgid "" +"[b]Note:[/b] This property is only read when the project starts. To control " +"the screen-space roughness limiter at runtime, call [method RenderingServer." +"screen_space_roughness_limiter_set_active] instead." +msgstr "" +"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时控制屏幕空间粗糙度限制器," +"请调用 [method RenderingServer.screen_space_roughness_limiter_set_active]。" + +msgid "" +"If [code]true[/code], enables a spatial filter to limit roughness in areas " +"with high-frequency detail. This can help reduce specular aliasing to an " +"extent, though not as much as enabling [member rendering/anti_aliasing/" +"quality/use_taa]. This filter has a small performance cost, so consider " +"disabling it if it doesn't benefit your scene noticeably.\n" +"[b]Note:[/b] The screen-space roughness limiter is only supported in the " +"Forward+ and Mobile rendering methods, not Compatibility.\n" +"[b]Note:[/b] This property is only read when the project starts. To control " +"the screen-space roughness limiter at runtime, call [method RenderingServer." +"screen_space_roughness_limiter_set_active] instead." +msgstr "" +"如果为 [code]true[/code],则启用空间过滤器以限制具有高频细节的区域的粗糙度。" +"这可以在一定程度上帮助减少镜面反射锯齿,尽管不如启用 [member rendering/" +"anti_aliasing/quality/use_taa]。 该过滤器的性能成本很小,因此如果它对您的场景" +"没有明显好处,请考虑禁用它。\n" +"[b]注意:[/b]屏幕空间粗糙度限制器只支持 Forward+ 和 Mobile 渲染方式,不支持 " +"Compatibility。\n" +"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时控制屏幕空间粗糙度限制器," +"请调用 [method RenderingServer.screen_space_roughness_limiter_set_active]。" + msgid "" "Sets the quality of the depth of field effect. Higher quality takes more " "samples, which is slower but looks smoother." @@ -86380,6 +87125,26 @@ msgstr "" "code] 文件夹,然后重新启动编辑器(请参阅 [member application/config/" "use_hidden_project_data_directory])。" +msgid "" +"If [code]true[/code], the texture importer will import VRAM-compressed " +"textures using the S3 Texture Compression algorithm (DXT1-5) for lower " +"quality textures and the BPTC algorithm (BC6H and BC7) for high quality " +"textures. This algorithm is only supported on PC desktop platforms and " +"consoles.\n" +"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " +"already imported before. To make this setting apply to textures that were " +"already imported, exit the editor, remove the [code].godot/imported/[/code] " +"folder located inside the project folder then restart the editor (see " +"[member application/config/use_hidden_project_data_directory])." +msgstr "" +"如果为 [code]true[/code],纹理导入器将使用 S3 纹理压缩算法(DXT1-5)导入 " +"VRAM 压缩纹理以获得较低质量的纹理;并使用 BPTC 算法(BC6H 和 BC7)导入高质量" +"纹理。该算法仅在 PC 桌面平台和主机平台上受支持。\n" +"[b]注意:[/b]更改该设置[i]不会[/i]影响之前已经导入的纹理。要使该设置应用于已" +"导入的纹理,请退出编辑器,移除位于项目文件夹内的 [code].godot/imported/[/" +"code] 文件夹,然后重新启动编辑器(请参阅 [member application/config/" +"use_hidden_project_data_directory])。" + msgid "" "The default compression method for WebP. Affects both lossy and lossless " "WebP. A higher value results in smaller files at the cost of compression " @@ -87371,6 +88136,51 @@ msgid "" "attachments can be provided." msgstr "如果颜色附件是多重采样的,则可以提供非多重采样的解析附件。" +msgid "The filtering method to use for mipmaps." +msgstr "Mipmap 使用的过滤方法。" + +msgid "Shader source code (used by [RenderingDevice])." +msgstr "着色器源代码(由 [RenderingDevice] 使用)。" + +msgid "The language the shader is written in." +msgstr "着色器的编写语言。" + +msgid "Source code for the shader's compute stage." +msgstr "着色器计算阶段的源代码。" + +msgid "Source code for the shader's fragment stage." +msgstr "着色器片段阶段的源代码。" + +msgid "Source code for the shader's vertex stage." +msgstr "着色器顶点阶段的源代码。" + +msgid "Texture format (used by [RenderingDevice])." +msgstr "纹理格式(由 [RenderingDevice] 使用)。" + +msgid "The channel to sample when sampling the alpha channel." +msgstr "对 Alpha 通道进行采样时采样的通道。" + +msgid "The channel to sample when sampling the blue color channel." +msgstr "对蓝色通道进行采样时采样的通道。" + +msgid "The channel to sample when sampling the green color channel." +msgstr "对绿色通道进行采样时采样的通道。" + +msgid "The channel to sample when sampling the red color channel." +msgstr "对红色通道进行采样时采样的通道。" + +msgid "Shader uniform (used by [RenderingDevice])." +msgstr "着色器 Uniform(由 [RenderingDevice] 使用)。" + +msgid "The uniform's binding." +msgstr "Uniform 的绑定。" + +msgid "The uniform's data type." +msgstr "Uniform 的数据类型。" + +msgid "Vertex attribute (used by [RenderingDevice])." +msgstr "顶点属性(由 [RenderingDevice] 使用)。" + msgid "2D axis-aligned bounding box using floating point coordinates." msgstr "使用浮点数坐标的 2D 轴对齐边界框。" @@ -88359,6 +89169,17 @@ msgstr "到远程节点的 [NodePath],相对于 RemoteTransform3D 在场景中 msgid "Abstraction for working with modern low-level graphics APIs." msgstr "用于处理现代低阶图形 API 的抽象。" +msgid "Using compute shaders" +msgstr "使用计算着色器" + +msgid "" +"Puts a memory barrier in place. This is used for synchronization to avoid " +"data races. See also [method full_barrier], which may be useful for " +"debugging." +msgstr "" +"原地放置一个内存屏障。内存屏障可用于进行同步,避免数据竞争。另见 [method " +"full_barrier],可能更适合调试。" + msgid "" "Returns a copy of the data of the specified [param buffer], optionally " "[param offset_bytes] and [param size_bytes] can be set to copy only a " @@ -88367,6 +89188,40 @@ msgstr "" "返回指定 [param buffer] 中数据的副本,还可以设置 [param offset_bytes] 和 " "[param size_bytes],仅复制缓冲区的某一部分。" +msgid "Binds [param index_array] to the specified [param draw_list]." +msgstr "将 [param index_array] 绑定到指定的 [param draw_list]。" + +msgid "Binds [param render_pipeline] to the specified [param draw_list]." +msgstr "将 [param render_pipeline] 绑定到指定的 [param draw_list]。" + +msgid "" +"Binds [param uniform_set] to the specified [param draw_list]. A [param " +"set_index] must also be specified, which is an identifier starting from " +"[code]0[/code] that must match the one expected by the draw list." +msgstr "" +"将 [param uniform_set] 绑定到指定的 [param draw_list]。还必须指定 [param " +"set_index],这是从 [code]0[/code] 开始的标识符,必须与绘制列表中所需要的相匹" +"配。" + +msgid "Binds [param vertex_array] to the specified [param draw_list]." +msgstr "将 [param vertex_array] 绑定到指定的 [param draw_list]。" + +msgid "" +"Tries to free an object in the RenderingDevice. To avoid memory leaks, this " +"should be called after using an object as memory management does not occur " +"automatically when using RenderingDevice directly." +msgstr "" +"尝试释放 RenderingDevice 中的某个对象。为了防止内存泄漏,对象使用完后就应该调" +"用这个方法,因为直接使用 RenderingDevice 时并不会自动进行内存管理。" + +msgid "" +"Puts a [i]full[/i] memory barrier in place. This is a memory [method " +"barrier] with all flags enabled. [method full_barrier] it should only be " +"used for debugging as it can severely impact performance." +msgstr "" +"原地放置一个[i]完整[/i]的内存屏障。这是启用了所有标志的 [method barrier]。" +"[method full_barrier] 应该仅用于调试,因为对性能的影响极大。" + msgid "" "Creates a vertex array based on the specified buffers. Optionally, [param " "offsets] (in bytes) may be defined for each buffer." @@ -88424,6 +89279,1918 @@ msgstr "" msgid "Represents the size of the [enum DeviceType] enum." msgstr "代表 [enum DeviceType] 枚举的大小。" +msgid "" +"Vulkan device driver resource. This is a \"global\" resource and ignores the " +"RID passed in" +msgstr "Vulkan 设备驱动资源。这是一种“全局”资源,会忽略传入的 RID" + +msgid "Physical device (graphics card) driver resource." +msgstr "物理设备(显卡)驱动资源。" + +msgid "Vulkan instance driver resource." +msgstr "Vulkan 实例驱动资源。" + +msgid "Vulkan queue driver resource." +msgstr "Vulkan 队列驱动资源。" + +msgid "Vulkan queue family index driver resource." +msgstr "Vulkan 队列族索引驱动资源。" + +msgid "Vulkan image driver resource." +msgstr "Vulkan 图像驱动资源。" + +msgid "Vulkan image view driver resource." +msgstr "Vulkan 图像查看驱动资源。" + +msgid "Vulkan image native texture format driver resource." +msgstr "Vulkan 图像原生纹理格式驱动资源。" + +msgid "Vulkan sampler driver resource." +msgstr "Vulkan 采样器驱动资源。" + +msgid "" +"Vulkan [url=https://vkguide.dev/docs/chapter-4/descriptors/]descriptor set[/" +"url] driver resource." +msgstr "" +"Vulkan [url=https://vkguide.dev/docs/chapter-4/descriptors/]描述符集[/url]驱" +"动资源。" + +msgid "Vulkan buffer driver resource." +msgstr "Vulkan 缓冲驱动资源。" + +msgid "Vulkan compute pipeline driver resource." +msgstr "Vulkan 计算管线驱动资源。" + +msgid "Vulkan render pipeline driver resource." +msgstr "Vulkan 渲染管线驱动资源。" + +msgid "" +"4-bit-per-channel red/green channel data format, packed into 8 bits. Values " +"are in the [code][0.0, 1.0][/code] range.\n" +"[b]Note:[/b] More information on all data formats can be found on the " +"[url=https://registry.khronos.org/vulkan/specs/1.1/html/vkspec." +"html#_identification_of_formats]Identification of formats[/url] section of " +"the Vulkan specification, as well as the [url=https://registry.khronos.org/" +"vulkan/specs/1.3-extensions/man/html/VkFormat.html]VkFormat[/url] enum." +msgstr "" +"每通道 4 位的红、绿通道数据格式,紧缩在 8 个比特位中。取值均在 [code][0.0, " +"1.0][/code] 的范围内。\n" +"[b]注意:[/b]所有数据格式的更多信息可以在 Vulkan 规格说明的 [url=https://" +"registry.khronos.org/vulkan/specs/1.1/html/vkspec." +"html#_identification_of_formats]Identification of formats[/url] 章节和 " +"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/" +"VkFormat.html]VkFormat[/url] 枚举中找到。" + +msgid "" +"4-bit-per-channel red/green/blue/alpha channel data format, packed into 16 " +"bits. Values are in the [code][0.0, 1.0][/code] range." +msgstr "" +"每通道 4 位的红、绿、蓝、Alpha 通道数据格式,紧缩在 16 个比特位中。取值均在 " +"[code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"4-bit-per-channel blue/green/red/alpha channel data format, packed into 16 " +"bits. Values are in the [code][0.0, 1.0][/code] range." +msgstr "" +"每通道 4 位的蓝、绿、红、Alpha 通道数据格式,紧缩在 16 个比特位中。取值均在 " +"[code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"Red/green/blue channel data format with 5 bits of red, 6 bits of green and 5 " +"bits of blue, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] " +"range." +msgstr "" +"红、绿、蓝通道数据格式,红占 5 位、绿占 6 位、蓝占 5 位,紧缩在 16 个比特位" +"中。取值均在 [code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"Blue/green/red channel data format with 5 bits of blue, 6 bits of green and " +"5 bits of red, packed into 16 bits. Values are in the [code][0.0, 1.0][/" +"code] range." +msgstr "" +"蓝、绿、红通道数据格式,蓝占 5 位、绿占 6 位、红占 5 位,紧缩在 16 个比特位" +"中。取值均在 [code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"Red/green/blue/alpha channel data format with 5 bits of red, 6 bits of " +"green, 5 bits of blue and 1 bit of alpha, packed into 16 bits. Values are in " +"the [code][0.0, 1.0][/code] range." +msgstr "" +"红、绿、蓝、Alpha 通道数据格式,红占 5 位、绿占 6 位、蓝占 5 位、Alpha 占 1 " +"位,紧缩在 16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"Blue/green/red/alpha channel data format with 5 bits of blue, 6 bits of " +"green, 5 bits of red and 1 bit of alpha, packed into 16 bits. Values are in " +"the [code][0.0, 1.0][/code] range." +msgstr "" +"蓝、绿、红、Alpha 通道数据格式,蓝占 5 位、绿占 6 位、红占 5 位、Alpha 占 1 " +"位,紧缩在 16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"Alpha/red/green/blue channel data format with 1 bit of alpha, 5 bits of red, " +"6 bits of green and 5 bits of blue, packed into 16 bits. Values are in the " +"[code][0.0, 1.0][/code] range." +msgstr "" +"Alpha、红、绿、蓝通道数据格式,Alpha 占 1 位、红占 5 位、绿占 6 位、蓝占 5 " +"位,紧缩在 16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel unsigned floating-point red channel data format with " +"normalized value. Values are in the [code][0.0, 1.0][/code] range." +msgstr "" +"每通道 8 位的无符号浮点数红通道数据格式,使用归一化的值。取值均在 [code]" +"[0.0, 1.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel signed floating-point red channel data format with " +"normalized value. Values are in the [code][-1.0, 1.0][/code] range." +msgstr "" +"每通道 8 位的带符号浮点数红通道数据格式,使用归一化的值。取值均在 [code]" +"[-1.0, 1.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel unsigned floating-point red channel data format with " +"scaled value (value is converted from integer to float). Values are in the " +"[code][0.0, 255.0][/code] range." +msgstr "" +"每通道 8 位的无符号浮点数红通道数据格式,使用缩放后的值(值从整数转换为浮点" +"数)。取值均在 [code][0.0, 255.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel signed floating-point red channel data format with scaled " +"value (value is converted from integer to float). Values are in the [code]" +"[-127.0, 127.0][/code] range." +msgstr "" +"每通道 8 位的带符号浮点数红通道数据格式,使用缩放后的值(值从整数转换为浮点" +"数)。取值均在 [code][-127.0, 127.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel unsigned integer red channel data format. Values are in " +"the [code][0, 255][/code] range." +msgstr "" +"每通道 8 位的无符号整数红通道数据格式。取值均在 [code][0, 255][/code] 的范围" +"内。" + +msgid "" +"8-bit-per-channel signed integer red channel data format. Values are in the " +"[code][-127, 127][/code] range." +msgstr "" +"每通道 8 位的带符号整数红通道数据格式。取值均在 [code][-127, 127][/code] 的范" +"围内。" + +msgid "" +"8-bit-per-channel unsigned floating-point red channel data format with " +"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, " +"1.0][/code] range." +msgstr "" +"每通道 8 位的无符号浮点数红通道数据格式,使用归一化的值、非线性 sRGB 编码。取" +"值均在 [code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel unsigned floating-point red/green channel data format with " +"normalized value. Values are in the [code][0.0, 1.0][/code] range." +msgstr "" +"每通道 8 位的无符号浮点数红、绿通道数据格式,使用归一化的值。取值均在 [code]" +"[0.0, 1.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel signed floating-point red/green channel data format with " +"normalized value. Values are in the [code][-1.0, 1.0][/code] range." +msgstr "" +"每通道 8 位的带符号浮点数红、绿通道数据格式,使用归一化的值。取值均在 [code]" +"[-1.0, 1.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel unsigned floating-point red/green channel data format with " +"scaled value (value is converted from integer to float). Values are in the " +"[code][0.0, 255.0][/code] range." +msgstr "" +"每通道 8 位的无符号浮点数红、绿通道数据格式,使用缩放后的值(值从整数转换为浮" +"点数)。取值均在 [code][0.0, 255.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel signed floating-point red/green channel data format with " +"scaled value (value is converted from integer to float). Values are in the " +"[code][-127.0, 127.0][/code] range." +msgstr "" +"每通道 8 位的带符号浮点数红、绿通道数据格式,使用缩放后的值(值从整数转换为浮" +"点数)。取值均在 [code][-127.0, 127.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel unsigned integer red/green channel data format. Values are " +"in the [code][0, 255][/code] range." +msgstr "" +"每通道 8 位的无符号整数红、绿通道数据格式。取值均在 [code][0, 255][/code] 的" +"范围内。" + +msgid "" +"8-bit-per-channel signed integer red/green channel data format. Values are " +"in the [code][-127, 127][/code] range." +msgstr "" +"每通道 8 位的带符号整数红、绿通道数据格式。取值均在 [code][-127, 127][/code] " +"的范围内。" + +msgid "" +"8-bit-per-channel unsigned floating-point red/green channel data format with " +"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, " +"1.0][/code] range." +msgstr "" +"每通道 8 位的无符号浮点数红、绿通道数据格式,使用归一化的值、非线性 sRGB 编" +"码。取值均在 [code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel unsigned floating-point red/green/blue channel data format " +"with normalized value. Values are in the [code][0.0, 1.0][/code] range." +msgstr "" +"每通道 8 位的无符号浮点数红、绿、蓝通道数据格式,使用归一化的值。取值均在 " +"[code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel signed floating-point red/green/blue channel data format " +"with normalized value. Values are in the [code][-1.0, 1.0][/code] range." +msgstr "" +"每通道 8 位的带符号浮点数红、绿、蓝通道数据格式,使用归一化的值。取值均在 " +"[code][-1.0, 1.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel unsigned floating-point red/green/blue channel data format " +"with scaled value (value is converted from integer to float). Values are in " +"the [code][0.0, 255.0][/code] range." +msgstr "" +"每通道 8 位的无符号浮点数红、绿、蓝通道数据格式,使用缩放后的值(值从整数转换" +"为浮点数)。取值均在 [code][0.0, 255.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel signed floating-point red/green/blue channel data format " +"with scaled value (value is converted from integer to float). Values are in " +"the [code][-127.0, 127.0][/code] range." +msgstr "" +"每通道 8 位的带符号浮点数红、绿、蓝通道数据格式,使用缩放后的值(值从整数转换" +"为浮点数)。取值均在 [code][-127.0, 127.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel unsigned integer red/green/blue channel data format. " +"Values are in the [code][0, 255][/code] range." +msgstr "" +"每通道 8 位的无符号整数红、绿、蓝通道数据格式。取值均在 [code][0, 255][/" +"code] 的范围内。" + +msgid "" +"8-bit-per-channel signed integer red/green/blue channel data format. Values " +"are in the [code][-127, 127][/code] range." +msgstr "" +"每通道 8 位的带符号整数红、绿、蓝通道数据格式。取值均在 [code][-127, 127][/" +"code] 的范围内。" + +msgid "" +"8-bit-per-channel unsigned floating-point red/green/blue/blue channel data " +"format with normalized value and non-linear sRGB encoding. Values are in the " +"[code][0.0, 1.0][/code] range." +msgstr "" +"每通道 8 位的无符号浮点数红、绿、蓝通道数据格式,使用归一化的值、非线性 sRGB " +"编码。取值均在 [code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel unsigned floating-point blue/green/red channel data format " +"with normalized value. Values are in the [code][0.0, 1.0][/code] range." +msgstr "" +"每通道 8 位的无符号浮点数蓝、绿、红通道数据格式,使用归一化的值。取值均在 " +"[code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel signed floating-point blue/green/red channel data format " +"with normalized value. Values are in the [code][-1.0, 1.0][/code] range." +msgstr "" +"每通道 8 位的带符号浮点数蓝、绿、红通道数据格式,使用归一化的值。取值均在 " +"[code][-1.0, 1.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel unsigned floating-point blue/green/red channel data format " +"with scaled value (value is converted from integer to float). Values are in " +"the [code][0.0, 255.0][/code] range." +msgstr "" +"每通道 8 位的无符号浮点数蓝、绿、红通道数据格式,使用缩放后的值(值从整数转换" +"为浮点数)。取值均在 [code][0.0, 255.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel signed floating-point blue/green/red channel data format " +"with scaled value (value is converted from integer to float). Values are in " +"the [code][-127.0, 127.0][/code] range." +msgstr "" +"每通道 8 位的带符号浮点数蓝、绿、红通道数据格式,使用缩放后的值(值从整数转换" +"为浮点数)。取值均在 [code][-127.0, 127.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel unsigned integer blue/green/red channel data format. " +"Values are in the [code][0, 255][/code] range." +msgstr "" +"每通道 8 位的无符号整数蓝、绿、红通道数据格式。取值均在 [code][0, 255][/" +"code] 的范围内。" + +msgid "" +"8-bit-per-channel signed integer blue/green/red channel data format. Values " +"are in the [code][-127, 127][/code] range." +msgstr "" +"每通道 8 位的带符号整数蓝、绿、红通道数据格式。取值均在 [code][-127, 127][/" +"code] 的范围内。" + +msgid "" +"8-bit-per-channel unsigned floating-point blue/green/red data format with " +"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, " +"1.0][/code] range." +msgstr "" +"每通道 8 位的无符号浮点数蓝、绿、红通道数据格式,使用归一化的值、非线性 sRGB " +"编码。取值均在 [code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel unsigned floating-point red/green/blue/alpha channel data " +"format with normalized value. Values are in the [code][0.0, 1.0][/code] " +"range." +msgstr "" +"每通道 8 位的无符号浮点数红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值" +"均在 [code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel signed floating-point red/green/blue/alpha channel data " +"format with normalized value. Values are in the [code][-1.0, 1.0][/code] " +"range." +msgstr "" +"每通道 8 位的带符号浮点数红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值" +"均在 [code][-1.0, 1.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel unsigned floating-point red/green/blue/alpha channel data " +"format with scaled value (value is converted from integer to float). Values " +"are in the [code][0.0, 255.0][/code] range." +msgstr "" +"每通道 8 位的无符号浮点数红、绿、蓝、Alpha 通道数据格式,使用缩放后的值(值从" +"整数转换为浮点数)。取值均在 [code][0.0, 255.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel signed floating-point red/green/blue/alpha channel data " +"format with scaled value (value is converted from integer to float). Values " +"are in the [code][-127.0, 127.0][/code] range." +msgstr "" +"每通道 8 位的带符号浮点数红、绿、蓝、Alpha 通道数据格式,使用缩放后的值(值从" +"整数转换为浮点数)。取值均在 [code][-127.0, 127.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel unsigned integer red/green/blue/alpha channel data format. " +"Values are in the [code][0, 255][/code] range." +msgstr "" +"每通道 8 位的无符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code][0, " +"255][/code] 的范围内。" + +msgid "" +"8-bit-per-channel signed integer red/green/blue/alpha channel data format. " +"Values are in the [code][-127, 127][/code] range." +msgstr "" +"每通道 8 位的带符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code][-127, " +"127][/code] 的范围内。" + +msgid "" +"8-bit-per-channel unsigned floating-point red/green/blue/alpha channel data " +"format with normalized value and non-linear sRGB encoding. Values are in the " +"[code][0.0, 1.0][/code] range." +msgstr "" +"每通道 8 位的无符号浮点数红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线" +"性 sRGB 编码。取值均在 [code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel unsigned floating-point blue/green/red/alpha channel data " +"format with normalized value. Values are in the [code][0.0, 1.0][/code] " +"range." +msgstr "" +"每通道 8 位的无符号浮点数蓝、绿、红、Alpha 通道数据格式,使用归一化的值。取值" +"均在 [code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel signed floating-point blue/green/red/alpha channel data " +"format with normalized value. Values are in the [code][-1.0, 1.0][/code] " +"range." +msgstr "" +"每通道 8 位的带符号浮点数蓝、绿、红、Alpha 通道数据格式,使用归一化的值。取值" +"均在 [code][-1.0, 1.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel unsigned floating-point blue/green/red/alpha channel data " +"format with scaled value (value is converted from integer to float). Values " +"are in the [code][0.0, 255.0][/code] range." +msgstr "" +"每通道 8 位的无符号浮点数蓝、绿、红、Alpha 通道数据格式,使用缩放后的值(值从" +"整数转换为浮点数)。取值均在 [code][0.0, 255.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel signed floating-point blue/green/red/alpha channel data " +"format with scaled value (value is converted from integer to float). Values " +"are in the [code][-127.0, 127.0][/code] range." +msgstr "" +"每通道 8 位的带符号浮点数蓝、绿、红、Alpha 通道数据格式,使用缩放后的值(值从" +"整数转换为浮点数)。取值均在 [code][-127.0, 127.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel unsigned integer blue/green/red/alpha channel data format. " +"Values are in the [code][0, 255][/code] range." +msgstr "" +"每通道 8 位的无符号整数蓝、绿、红、Alpha 通道数据格式。取值均在 [code][0, " +"255][/code] 的范围内。" + +msgid "" +"8-bit-per-channel signed integer blue/green/red/alpha channel data format. " +"Values are in the [code][-127, 127][/code] range." +msgstr "" +"每通道 8 位的带符号整数蓝、绿、红、Alpha 通道数据格式。取值均在 [code][-127, " +"127][/code] 的范围内。" + +msgid "" +"8-bit-per-channel unsigned floating-point blue/green/red/alpha channel data " +"format with normalized value and non-linear sRGB encoding. Values are in the " +"[code][0.0, 1.0][/code] range." +msgstr "" +"每通道 8 位的无符号浮点数蓝、绿、红、Alpha 通道数据格式,使用归一化的值、非线" +"性 sRGB 编码。取值均在 [code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel unsigned floating-point alpha/red/green/blue channel data " +"format with normalized value, packed in 32 bits. Values are in the [code]" +"[0.0, 1.0][/code] range." +msgstr "" +"每通道 8 位的无符号浮点数 Alpha、红、绿、蓝通道数据格式,使用归一化的值,紧缩" +"在 32 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel signed floating-point alpha/red/green/blue channel data " +"format with normalized value, packed in 32 bits. Values are in the [code]" +"[-1.0, 1.0][/code] range." +msgstr "" +"每通道 8 位的带符号浮点数 Alpha、红、绿、蓝通道数据格式,使用归一化的值,紧缩" +"在 32 个比特位中。取值均在 [code][-1.0, 1.0][/code] 的范围内。" + +msgid "" +"8-bit-per-channel unsigned floating-point alpha/red/green/blue channel data " +"format with scaled value (value is converted from integer to float), packed " +"in 32 bits. Values are in the [code][0.0, 255.0][/code] range." +msgstr "" +"每通道 8 位的无符号浮点数 Alpha、红、绿、蓝通道数据格式,使用缩放后的值(值从" +"整数转换为浮点数),紧缩在 32 个比特位中。取值均在 [code][0.0, 255.0][/code] " +"的范围内。" + +msgid "" +"8-bit-per-channel signed floating-point alpha/red/green/blue channel data " +"format with scaled value (value is converted from integer to float), packed " +"in 32 bits. Values are in the [code][-127.0, 127.0][/code] range." +msgstr "" +"每通道 8 位的带符号浮点数 Alpha、红、绿、蓝通道数据格式,使用缩放后的值(值从" +"整数转换为浮点数),紧缩在 32 个比特位中。取值均在 [code][-127.0, 127.0][/" +"code] 的范围内。" + +msgid "" +"8-bit-per-channel unsigned integer alpha/red/green/blue channel data format, " +"packed in 32 bits. Values are in the [code][0, 255][/code] range." +msgstr "" +"每通道 8 位的无符号整数 Alpha、红、绿、蓝通道数据格式,紧缩在 32 个比特位中。" +"取值均在 [code][0, 255][/code] 的范围内。" + +msgid "" +"8-bit-per-channel signed integer alpha/red/green/blue channel data format, " +"packed in 32 bits. Values are in the [code][-127, 127][/code] range." +msgstr "" +"每通道 8 位的带符号整数 Alpha、红、绿、蓝通道数据格式,紧缩在 32 个比特位中。" +"取值均在 [code][-127, 127][/code] 的范围内。" + +msgid "" +"8-bit-per-channel unsigned floating-point alpha/red/green/blue channel data " +"format with normalized value and non-linear sRGB encoding, packed in 32 " +"bits. Values are in the [code][0.0, 1.0][/code] range." +msgstr "" +"每通道 8 位的无符号浮点数 Alpha、红、绿、蓝通道数据格式,使用归一化的值、非线" +"性 sRGB 编码,紧缩在 32 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围" +"内。" + +msgid "" +"Unsigned floating-point alpha/red/green/blue channel data format with " +"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 " +"bits of red, 10 bits of green and 10 bits of blue. Values are in the [code]" +"[0.0, 1.0][/code] range." +msgstr "" +"无符号浮点数 Alpha、红、绿、蓝通道数据格式,使用归一化的值,紧缩在 32 个比特" +"位中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。取值均在 [code][0.0, " +"1.0][/code] 的范围内。" + +msgid "" +"Signed floating-point alpha/red/green/blue channel data format with " +"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 " +"bits of red, 10 bits of green and 10 bits of blue. Values are in the [code]" +"[-1.0, 1.0][/code] range." +msgstr "" +"带符号浮点数 Alpha、红、绿、蓝通道数据格式,使用归一化的值,紧缩在 32 个比特" +"位中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。取值均在 [code]" +"[-1.0, 1.0][/code] 的范围内。" + +msgid "" +"Unsigned floating-point alpha/red/green/blue channel data format with " +"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 " +"bits of red, 10 bits of green and 10 bits of blue. Values are in the [code]" +"[0.0, 1023.0][/code] range for red/green/blue and [code][0.0, 3.0][/code] " +"for alpha." +msgstr "" +"无符号浮点数 Alpha、红、绿、蓝通道数据格式,使用归一化的值,紧缩在 32 个比特" +"位中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。红、绿、蓝的取值在 " +"[code][0.0, 1023.0][/code] 的范围内,Alpha 的取值在 [code][0.0, 3.0][/code] " +"的范围内。" + +msgid "" +"Signed floating-point alpha/red/green/blue channel data format with " +"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 " +"bits of red, 10 bits of green and 10 bits of blue. Values are in the [code]" +"[-511.0, 511.0][/code] range for red/green/blue and [code][-1.0, 1.0][/code] " +"for alpha." +msgstr "" +"带符号浮点数 Alpha、红、绿、蓝通道数据格式,使用归一化的值,紧缩在 32 个比特" +"位中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。红、绿、蓝的取值在 " +"[code][-511.0, 511.0][/code] 的范围内,Alpha 的取值在 [code][-1.0, 1.0][/" +"code] 的范围内。" + +msgid "" +"Unsigned integer alpha/red/green/blue channel data format with normalized " +"value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, " +"10 bits of green and 10 bits of blue. Values are in the [code][0, 1023][/" +"code] range for red/green/blue and [code][0, 3][/code] for alpha." +msgstr "" +"无符号整数 Alpha、红、绿、蓝通道数据格式,使用归一化的值,紧缩在 32 个比特位" +"中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。红、绿、蓝的取值在 " +"[code][0, 1023][/code] 的范围内,Alpha 的取值在 [code][0, 3][/code] 的范围" +"内。" + +msgid "" +"Signed integer alpha/red/green/blue channel data format with normalized " +"value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, " +"10 bits of green and 10 bits of blue. Values are in the [code][-511, 511][/" +"code] range for red/green/blue and [code][-1, 1][/code] for alpha." +msgstr "" +"带符号整数 Alpha、红、绿、蓝通道数据格式,使用归一化的值,紧缩在 32 个比特位" +"中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。红、绿、蓝的取值在 " +"[code][-511, 511][/code] 的范围内,Alpha 的取值在 [code][-1, 1][/code] 的范围" +"内。" + +msgid "" +"Unsigned floating-point alpha/blue/green/red channel data format with " +"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 " +"bits of blue, 10 bits of green and 10 bits of red. Values are in the [code]" +"[0.0, 1.0][/code] range." +msgstr "" +"无符号浮点数 Alpha、蓝、绿、红通道数据格式,使用归一化的值,紧缩在 32 个比特" +"位中。格式中包含 2 位 Alpha、10 位蓝、10 位绿、10 位红。取值均在 [code][0.0, " +"1.0][/code] 的范围内。" + +msgid "" +"Signed floating-point alpha/blue/green/red channel data format with " +"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 " +"bits of blue, 10 bits of green and 10 bits of red. Values are in the [code]" +"[-1.0, 1.0][/code] range." +msgstr "" +"带符号浮点数 Alpha、蓝、绿、红通道数据格式,使用归一化的值,紧缩在 32 个比特" +"位中。格式中包含 2 位 Alpha、10 位蓝、10 位绿、10 位红。取值均在 [code]" +"[-1.0, 1.0][/code] 的范围内。" + +msgid "" +"Unsigned floating-point alpha/blue/green/red channel data format with " +"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 " +"bits of blue, 10 bits of green and 10 bits of red. Values are in the [code]" +"[0.0, 1023.0][/code] range for blue/green/red and [code][0.0, 3.0][/code] " +"for alpha." +msgstr "" +"无符号浮点数 Alpha、蓝、绿、红通道数据格式,使用归一化的值,紧缩在 32 个比特" +"位中。格式中包含 2 位 Alpha、10 位蓝、10 位绿、10 位红。蓝、绿、红的取值在 " +"[code][0.0, 1023.0][/code] 的范围内,Alpha 的取值在 [code][0.0, 3.0][/code] " +"的范围内。" + +msgid "" +"Signed floating-point alpha/blue/green/red channel data format with " +"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 " +"bits of blue, 10 bits of green and 10 bits of red. Values are in the [code]" +"[-511.0, 511.0][/code] range for blue/green/red and [code][-1.0, 1.0][/code] " +"for alpha." +msgstr "" +"带符号浮点数 Alpha、蓝、绿、红通道数据格式,使用归一化的值,紧缩在 32 个比特" +"位中。格式中包含 2 位 Alpha、10 位蓝、10 位绿、10 位红。蓝、绿、红的取值在 " +"[code][-511.0, 511.0][/code] 的范围内,Alpha 的取值在 [code][-1.0, 1.0][/" +"code] 的范围内。" + +msgid "" +"Unsigned integer alpha/blue/green/red channel data format with normalized " +"value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, " +"10 bits of green and 10 bits of red. Values are in the [code][0, 1023][/" +"code] range for blue/green/red and [code][0, 3][/code] for alpha." +msgstr "" +"无符号整数 Alpha、蓝、绿、红通道数据格式,使用归一化的值,紧缩在 32 个比特位" +"中。格式中包含 2 位 Alpha、10 位蓝、10 位绿、10 位红。蓝、绿、红的取值在 " +"[code][0, 1023][/code] 的范围内,Alpha 的取值在 [code][0, 3][/code] 的范围" +"内。" + +msgid "" +"Signed integer alpha/blue/green/red channel data format with normalized " +"value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, " +"10 bits of green and 10 bits of red. Values are in the [code][-511, 511][/" +"code] range for blue/green/red and [code][-1, 1][/code] for alpha." +msgstr "" +"带符号整数 Alpha、蓝、绿、红通道数据格式,使用归一化的值,紧缩在 32 个比特位" +"中。格式中包含 2 位 Alpha、10 位蓝、10 位绿、10 位红。蓝、绿、红的取值在 " +"[code][-511, 511][/code] 的范围内,Alpha 的取值在 [code][-1, 1][/code] 的范围" +"内。" + +msgid "" +"16-bit-per-channel unsigned floating-point red channel data format with " +"normalized value. Values are in the [code][0.0, 1.0][/code] range." +msgstr "" +"每通道 16 位的无符号浮点数红通道数据格式,使用归一化的值。取值均在 [code]" +"[0.0, 1.0][/code] 的范围内。" + +msgid "" +"16-bit-per-channel signed floating-point red channel data format with " +"normalized value. Values are in the [code][-1.0, 1.0][/code] range." +msgstr "" +"每通道 16 位的带符号浮点数红通道数据格式,使用归一化的值。取值均在 [code]" +"[-1.0, 1.0][/code] 的范围内。" + +msgid "" +"16-bit-per-channel unsigned floating-point red channel data format with " +"scaled value (value is converted from integer to float). Values are in the " +"[code][0.0, 65535.0][/code] range." +msgstr "" +"每通道 16 位的无符号浮点数红通道数据格式,使用缩放后的值(值从整数转换为浮点" +"数)。取值均在 [code][0.0, 65535.0][/code] 的范围内。" + +msgid "" +"16-bit-per-channel signed floating-point red channel data format with scaled " +"value (value is converted from integer to float). Values are in the [code]" +"[-32767.0, 32767.0][/code] range." +msgstr "" +"每通道 16 位的带符号浮点数红通道数据格式,使用缩放后的值(值从整数转换为浮点" +"数)。取值均在 [code][-32767.0, 32767.0][/code] 的范围内。" + +msgid "" +"16-bit-per-channel unsigned integer red channel data format. Values are in " +"the [code][0.0, 65535][/code] range." +msgstr "" +"每通道 16 位的无符号整数红通道数据格式。取值均在 [code][0.0, 65535][/code] 的" +"范围内。" + +msgid "" +"16-bit-per-channel signed integer red channel data format. Values are in the " +"[code][-32767, 32767][/code] range." +msgstr "" +"每通道 16 位的带符号整数红通道数据格式。取值均在 [code][-32767, 32767][/" +"code] 的范围内。" + +msgid "" +"16-bit-per-channel signed floating-point red channel data format with the " +"value stored as-is." +msgstr "每通道 16 位的带符号浮点数红通道数据格式,数值原样存储。" + +msgid "" +"16-bit-per-channel unsigned floating-point red/green channel data format " +"with normalized value. Values are in the [code][0.0, 1.0][/code] range." +msgstr "" +"每通道 16 位的无符号浮点数红、绿通道数据格式,使用归一化的值。取值均在 [code]" +"[0.0, 1.0][/code] 的范围内。" + +msgid "" +"16-bit-per-channel signed floating-point red/green channel data format with " +"normalized value. Values are in the [code][-1.0, 1.0][/code] range." +msgstr "" +"每通道 16 位的带符号浮点数红、绿通道数据格式,使用归一化的值。取值均在 [code]" +"[-1.0, 1.0][/code] 的范围内。" + +msgid "" +"16-bit-per-channel unsigned floating-point red/green channel data format " +"with scaled value (value is converted from integer to float). Values are in " +"the [code][0.0, 65535.0][/code] range." +msgstr "" +"每通道 16 位的无符号浮点数红、绿通道数据格式,使用缩放后的值(值从整数转换为" +"浮点数)。取值均在 [code][0.0, 65535.0][/code] 的范围内。" + +msgid "" +"16-bit-per-channel signed floating-point red/green channel data format with " +"scaled value (value is converted from integer to float). Values are in the " +"[code][-32767.0, 32767.0][/code] range." +msgstr "" +"每通道 16 位的带符号浮点数红、绿通道数据格式,使用缩放后的值(值从整数转换为" +"浮点数)。取值均在 [code][-32767.0, 32767.0][/code] 的范围内。" + +msgid "" +"16-bit-per-channel unsigned integer red/green channel data format. Values " +"are in the [code][0.0, 65535][/code] range." +msgstr "" +"每通道 16 位的无符号整数红、绿通道数据格式。取值均在 [code][0.0, 65535][/" +"code] 的范围内。" + +msgid "" +"16-bit-per-channel signed integer red/green channel data format. Values are " +"in the [code][-32767, 32767][/code] range." +msgstr "" +"每通道 16 位的带符号整数红、绿通道数据格式。取值均在 [code][-32767, 32767][/" +"code] 的范围内。" + +msgid "" +"16-bit-per-channel signed floating-point red/green channel data format with " +"the value stored as-is." +msgstr "每通道 16 位的带符号浮点数红、绿通道数据格式,数值原样存储。" + +msgid "" +"16-bit-per-channel unsigned floating-point red/green/blue channel data " +"format with normalized value. Values are in the [code][0.0, 1.0][/code] " +"range." +msgstr "" +"每通道 16 位的无符号浮点数红、绿、蓝通道数据格式,使用归一化的值。取值均在 " +"[code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"16-bit-per-channel signed floating-point red/green/blue channel data format " +"with normalized value. Values are in the [code][-1.0, 1.0][/code] range." +msgstr "" +"每通道 16 位的带符号浮点数红、绿、蓝通道数据格式,使用归一化的值。取值均在 " +"[code][-1.0, 1.0][/code] 的范围内。" + +msgid "" +"16-bit-per-channel unsigned floating-point red/green/blue channel data " +"format with scaled value (value is converted from integer to float). Values " +"are in the [code][0.0, 65535.0][/code] range." +msgstr "" +"每通道 16 位的无符号浮点数红、绿、蓝通道数据格式,使用缩放后的值(值从整数转" +"换为浮点数)。取值均在 [code][0.0, 65535.0][/code] 的范围内。" + +msgid "" +"16-bit-per-channel signed floating-point red/green/blue channel data format " +"with scaled value (value is converted from integer to float). Values are in " +"the [code][-32767.0, 32767.0][/code] range." +msgstr "" +"每通道 16 位的带符号浮点数红、绿、蓝通道数据格式,使用缩放后的值(值从整数转" +"换为浮点数)。取值均在 [code][-32767.0, 32767.0][/code] 的范围内。" + +msgid "" +"16-bit-per-channel unsigned integer red/green/blue channel data format. " +"Values are in the [code][0.0, 65535][/code] range." +msgstr "" +"每通道 16 位的无符号整数红、绿、蓝通道数据格式。取值均在 [code][0.0, 65535][/" +"code] 的范围内。" + +msgid "" +"16-bit-per-channel signed integer red/green/blue channel data format. Values " +"are in the [code][-32767, 32767][/code] range." +msgstr "" +"每通道 16 位的带符号整数红、绿、蓝通道数据格式。取值均在 [code][-32767, " +"32767][/code] 的范围内。" + +msgid "" +"16-bit-per-channel signed floating-point red/green/blue channel data format " +"with the value stored as-is." +msgstr "每通道 16 位的带符号浮点数红、绿、蓝通道数据格式,数值原样存储。" + +msgid "" +"16-bit-per-channel unsigned floating-point red/green/blue/alpha channel data " +"format with normalized value. Values are in the [code][0.0, 1.0][/code] " +"range." +msgstr "" +"每通道 16 位的无符号浮点数红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取" +"值均在 [code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"16-bit-per-channel signed floating-point red/green/blue/alpha channel data " +"format with normalized value. Values are in the [code][-1.0, 1.0][/code] " +"range." +msgstr "" +"每通道 16 位的带符号浮点数红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取" +"值均在 [code][-1.0, 1.0][/code] 的范围内。" + +msgid "" +"16-bit-per-channel unsigned floating-point red/green/blue/alpha channel data " +"format with scaled value (value is converted from integer to float). Values " +"are in the [code][0.0, 65535.0][/code] range." +msgstr "" +"每通道 16 位的无符号浮点数红、绿、蓝、Alpha 通道数据格式,使用缩放后的值(值" +"从整数转换为浮点数)。取值均在 [code][0.0, 65535.0][/code] 的范围内。" + +msgid "" +"16-bit-per-channel signed floating-point red/green/blue/alpha channel data " +"format with scaled value (value is converted from integer to float). Values " +"are in the [code][-32767.0, 32767.0][/code] range." +msgstr "" +"每通道 16 位的带符号浮点数红、绿、蓝、Alpha 通道数据格式,使用缩放后的值(值" +"从整数转换为浮点数)。取值均在 [code][-32767.0, 32767.0][/code] 的范围内。" + +msgid "" +"16-bit-per-channel unsigned integer red/green/blue/alpha channel data " +"format. Values are in the [code][0.0, 65535][/code] range." +msgstr "" +"每通道 16 位的无符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code][0.0, " +"65535][/code] 的范围内。" + +msgid "" +"16-bit-per-channel signed integer red/green/blue/alpha channel data format. " +"Values are in the [code][-32767, 32767][/code] range." +msgstr "" +"每通道 16 位的带符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code]" +"[-32767, 32767][/code] 的范围内。" + +msgid "" +"16-bit-per-channel signed floating-point red/green/blue/alpha channel data " +"format with the value stored as-is." +msgstr "" +"每通道 16 位的带符号浮点数红、绿、蓝、Alpha 通道数据格式,数值原样存储。" + +msgid "" +"32-bit-per-channel unsigned integer red channel data format. Values are in " +"the [code][0, 2^32 - 1][/code] range." +msgstr "" +"每通道 32 位的无符号整数红通道数据格式。取值均在 [code][0, 2^32 - 1][/code] " +"的范围内。" + +msgid "" +"32-bit-per-channel signed integer red channel data format. Values are in the " +"[code][2^31 + 1, 2^31 - 1][/code] range." +msgstr "" +"每通道 32 位的带符号整数红通道数据格式。取值均在 [code][2^31 + 1, 2^31 - 1][/" +"code] 的范围内。" + +msgid "" +"32-bit-per-channel signed floating-point red channel data format with the " +"value stored as-is." +msgstr "每通道 32 位的带符号整数红通道数据格式,数值原样存储。" + +msgid "" +"32-bit-per-channel unsigned integer red/green channel data format. Values " +"are in the [code][0, 2^32 - 1][/code] range." +msgstr "" +"每通道 32 位的无符号整数红、绿通道数据格式。取值均在 [code][0, 2^32 - 1][/" +"code] 的范围内。" + +msgid "" +"32-bit-per-channel signed integer red/green channel data format. Values are " +"in the [code][2^31 + 1, 2^31 - 1][/code] range." +msgstr "" +"每通道 32 位的带符号整数红、绿通道数据格式。取值均在 [code][2^31 + 1, 2^31 - " +"1][/code] 的范围内。" + +msgid "" +"32-bit-per-channel signed floating-point red/green channel data format with " +"the value stored as-is." +msgstr "每通道 32 位的带符号整数红、绿通道数据格式,数值原样存储。" + +msgid "" +"32-bit-per-channel unsigned integer red/green/blue channel data format. " +"Values are in the [code][0, 2^32 - 1][/code] range." +msgstr "" +"每通道 32 位的无符号整数红、绿、蓝通道数据格式。取值均在 [code][0, 2^32 - 1]" +"[/code] 的范围内。" + +msgid "" +"32-bit-per-channel signed integer red/green/blue channel data format. Values " +"are in the [code][2^31 + 1, 2^31 - 1][/code] range." +msgstr "" +"每通道 32 位的带符号整数红、绿、蓝通道数据格式。取值均在 [code][2^31 + 1, " +"2^31 - 1][/code] 的范围内。" + +msgid "" +"32-bit-per-channel signed floating-point red/green/blue channel data format " +"with the value stored as-is." +msgstr "每通道 32 位的带符号整数红、绿、蓝通道数据格式,数值原样存储。" + +msgid "" +"32-bit-per-channel unsigned integer red/green/blue/alpha channel data " +"format. Values are in the [code][0, 2^32 - 1][/code] range." +msgstr "" +"每通道 32 位的无符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code][0, " +"2^32 - 1][/code] 的范围内。" + +msgid "" +"32-bit-per-channel signed integer red/green/blue/alpha channel data format. " +"Values are in the [code][2^31 + 1, 2^31 - 1][/code] range." +msgstr "" +"每通道 32 位的带符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code][2^31 " +"+ 1, 2^31 - 1][/code] 的范围内。" + +msgid "" +"32-bit-per-channel signed floating-point red/green/blue/alpha channel data " +"format with the value stored as-is." +msgstr "每通道 32 位的带符号整数红、绿、蓝、Alpha 通道数据格式,数值原样存储。" + +msgid "" +"64-bit-per-channel unsigned integer red channel data format. Values are in " +"the [code][0, 2^64 - 1][/code] range." +msgstr "" +"每通道 64 位的无符号整数红通道数据格式。取值均在 [code][0, 2^64 - 1][/code] " +"的范围内。" + +msgid "" +"64-bit-per-channel signed integer red channel data format. Values are in the " +"[code][2^63 + 1, 2^63 - 1][/code] range." +msgstr "" +"每通道 64 位的带符号整数红通道数据格式。取值均在 [code][2^63 + 1, 2^63 - 1][/" +"code] 的范围内。" + +msgid "" +"64-bit-per-channel signed floating-point red channel data format with the " +"value stored as-is." +msgstr "每通道 64 位的带符号整数红通道数据格式,数值原样存储。" + +msgid "" +"64-bit-per-channel unsigned integer red/green channel data format. Values " +"are in the [code][0, 2^64 - 1][/code] range." +msgstr "" +"每通道 64 位的无符号整数红、绿通道数据格式。取值均在 [code][0, 2^64 - 1][/" +"code] 的范围内。" + +msgid "" +"64-bit-per-channel signed integer red/green channel data format. Values are " +"in the [code][2^63 + 1, 2^63 - 1][/code] range." +msgstr "" +"每通道 64 位的带符号整数红、绿通道数据格式。取值均在 [code][2^63 + 1, 2^63 - " +"1][/code] 的范围内。" + +msgid "" +"64-bit-per-channel signed floating-point red/green channel data format with " +"the value stored as-is." +msgstr "每通道 64 位的带符号整数红、绿通道数据格式,数值原样存储。" + +msgid "" +"64-bit-per-channel unsigned integer red/green/blue channel data format. " +"Values are in the [code][0, 2^64 - 1][/code] range." +msgstr "" +"每通道 64 位的无符号整数红、绿、蓝通道数据格式。取值均在 [code][0, 2^64 - 1]" +"[/code] 的范围内。" + +msgid "" +"64-bit-per-channel signed integer red/green/blue channel data format. Values " +"are in the [code][2^63 + 1, 2^63 - 1][/code] range." +msgstr "" +"每通道 64 位的带符号整数红、绿、蓝通道数据格式。取值均在 [code][2^63 + 1, " +"2^63 - 1][/code] 的范围内。" + +msgid "" +"64-bit-per-channel signed floating-point red/green/blue channel data format " +"with the value stored as-is." +msgstr "每通道 64 位的带符号整数红、绿、蓝通道数据格式,数值原样存储。" + +msgid "" +"64-bit-per-channel unsigned integer red/green/blue/alpha channel data " +"format. Values are in the [code][0, 2^64 - 1][/code] range." +msgstr "" +"每通道 64 位的无符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code][0, " +"2^64 - 1][/code] 的范围内。" + +msgid "" +"64-bit-per-channel signed integer red/green/blue/alpha channel data format. " +"Values are in the [code][2^63 + 1, 2^63 - 1][/code] range." +msgstr "" +"每通道 64 位的带符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code][2^63 " +"+ 1, 2^63 - 1][/code] 的范围内。" + +msgid "" +"64-bit-per-channel signed floating-point red/green/blue/alpha channel data " +"format with the value stored as-is." +msgstr "每通道 64 位的带符号整数红、绿、蓝、Alpha 通道数据格式,数值原样存储。" + +msgid "" +"Unsigned floating-point blue/green/red data format with the value stored as-" +"is, packed in 32 bits. The format's precision is 10 bits of blue channel, 11 " +"bits of green channel and 11 bits of red channel." +msgstr "" +"无符号浮点数蓝、绿、红数据格式,数值原样存储,紧缩在 32 个比特位中。该格式的" +"精度为蓝通道 10 位、绿通道 11 位、红通道 11 位。" + +msgid "" +"Unsigned floating-point exposure/blue/green/red data format with the value " +"stored as-is, packed in 32 bits. The format's precision is 5 bits of " +"exposure, 9 bits of blue channel, 9 bits of green channel and 9 bits of red " +"channel." +msgstr "" +"无符号浮点数曝光、蓝、绿、红数据格式,数值原样存储,紧缩在 32 个比特位中。该" +"格式的精度为曝光 5 位、蓝通道 9 位、绿通道 9 位、红通道 9 位。" + +msgid "" +"16-bit unsigned floating-point depth data format with normalized value. " +"Values are in the [code][0.0, 1.0][/code] range." +msgstr "" +"16 位无符号浮点数深度数据格式,使用归一化的值。取值均在 [code][0.0, 1.0][/" +"code] 的范围内。" + +msgid "" +"24-bit unsigned floating-point depth data format with normalized value, plus " +"8 unused bits, packed in 32 bits. Values for depth are in the [code][0.0, " +"1.0][/code] range." +msgstr "" +"24 位无符号浮点数深度数据格式,使用归一化的值,另有 8 位未使用,紧缩在 32 个" +"比特位中。深度取值在 [code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"32-bit signed floating-point depth data format with the value stored as-is." +msgstr "32 位无符号浮点数深度数据格式,数值原样存储。" + +msgid "8-bit unsigned integer stencil data format." +msgstr "8 位无符号整数模板数据格式。" + +msgid "" +"16-bit unsigned floating-point depth data format with normalized value, plus " +"8 bits of stencil in unsigned integer format. Values for depth are in the " +"[code][0.0, 1.0][/code] range. Values for stencil are in the [code][0, 255][/" +"code] range." +msgstr "" +"16 位无符号浮点数深度数据格式,使用归一化的值,另有 8 位使用无符号整数格式的" +"模板。深度取值在 [code][0.0, 1.0][/code] 的范围内。模板取值在 [code][0, 255]" +"[/code] 的范围内。" + +msgid "" +"24-bit unsigned floating-point depth data format with normalized value, plus " +"8 bits of stencil in unsigned integer format. Values for depth are in the " +"[code][0.0, 1.0][/code] range. Values for stencil are in the [code][0, 255][/" +"code] range." +msgstr "" +"24 位无符号浮点数深度数据格式,使用归一化的值,另有 8 位使用无符号整数格式的" +"模板。深度取值在 [code][0.0, 1.0][/code] 的范围内。模板取值在 [code][0, 255]" +"[/code] 的范围内。" + +msgid "" +"32-bit signed floating-point depth data format with the value stored as-is, " +"plus 8 bits of stencil in unsigned integer format. Values for stencil are in " +"the [code][0, 255][/code] range." +msgstr "" +"32 位无符号浮点数深度数据格式,数值原样存储,另有 8 位使用无符号整数格式的模" +"板。模板取值在 [code][0, 255][/code] 的范围内。" + +msgid "" +"VRAM-compressed unsigned red/green/blue channel data format with normalized " +"value. Values are in the [code][0.0, 1.0][/code] range. The format's " +"precision is 5 bits of red channel, 6 bits of green channel and 5 bits of " +"blue channel. Using BC1 texture compression (also known as S3TC DXT1)." +msgstr "" +"显存压缩的无符号红、绿、蓝通道数据格式,使用归一化的值。取值均在 [code][0.0, " +"1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通道 6 位、蓝通道 5 位。使" +"用 BC1 纹理压缩(也叫 S3TC DXT1)。" + +msgid "" +"VRAM-compressed unsigned red/green/blue channel data format with normalized " +"value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/" +"code] range. The format's precision is 5 bits of red channel, 6 bits of " +"green channel and 5 bits of blue channel. Using BC1 texture compression " +"(also known as S3TC DXT1)." +msgstr "" +"显存压缩的无符号红、绿、蓝通道数据格式,使用归一化的值、非线性 sRGB 编码。取" +"值均在 [code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通道 6 " +"位、蓝通道 5 位。使用 BC1 纹理压缩(也叫 S3TC DXT1)。" + +msgid "" +"VRAM-compressed unsigned red/green/blue/alpha channel data format with " +"normalized value. Values are in the [code][0.0, 1.0][/code] range. The " +"format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits " +"of blue channel and 1 bit of alpha channel. Using BC1 texture compression " +"(also known as S3TC DXT1)." +msgstr "" +"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值均在 " +"[code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通道 6 位、蓝" +"通道 5 位、Alpha 通道 1 位。使用 BC1 纹理压缩(也叫 S3TC DXT1)。" + +msgid "" +"VRAM-compressed unsigned red/green/blue/alpha channel data format with " +"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, " +"1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits " +"of green channel, 5 bits of blue channel and 1 bit of alpha channel. Using " +"BC1 texture compression (also known as S3TC DXT1)." +msgstr "" +"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB " +"编码。取值均在 [code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、" +"绿通道 6 位、蓝通道 5 位、Alpha 通道 1 位。使用 BC1 纹理压缩(也叫 S3TC " +"DXT1)。" + +msgid "" +"VRAM-compressed unsigned red/green/blue/alpha channel data format with " +"normalized value. Values are in the [code][0.0, 1.0][/code] range. The " +"format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits " +"of blue channel and 4 bits of alpha channel. Using BC2 texture compression " +"(also known as S3TC DXT3)." +msgstr "" +"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值均在 " +"[code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通道 6 位、蓝" +"通道 5 位、Alpha 通道 4 位。使用 BC2 纹理压缩(也叫 S3TC DXT3)。" + +msgid "" +"VRAM-compressed unsigned red/green/blue/alpha channel data format with " +"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, " +"1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits " +"of green channel, 5 bits of blue channel and 4 bits of alpha channel. Using " +"BC2 texture compression (also known as S3TC DXT3)." +msgstr "" +"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB " +"编码。取值均在 [code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、" +"绿通道 6 位、蓝通道 5 位、Alpha 通道 4 位。使用 BC2 纹理压缩(也叫 S3TC " +"DXT3)。" + +msgid "" +"VRAM-compressed unsigned red/green/blue/alpha channel data format with " +"normalized value. Values are in the [code][0.0, 1.0][/code] range. The " +"format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits " +"of blue channel and 8 bits of alpha channel. Using BC3 texture compression " +"(also known as S3TC DXT5)." +msgstr "" +"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值均在 " +"[code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通道 6 位、蓝" +"通道 5 位、Alpha 通道 8 位。使用 BC3 纹理压缩(也叫 S3TC DXT5)。" + +msgid "" +"VRAM-compressed unsigned red/green/blue/alpha channel data format with " +"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, " +"1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits " +"of green channel, 5 bits of blue channel and 8 bits of alpha channel. Using " +"BC3 texture compression (also known as S3TC DXT5)." +msgstr "" +"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB " +"编码。取值均在 [code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、" +"绿通道 6 位、蓝通道 5 位、Alpha 通道 8 位。使用 BC3 纹理压缩(也叫 S3TC " +"DXT5)。" + +msgid "" +"VRAM-compressed unsigned red channel data format with normalized value. " +"Values are in the [code][0.0, 1.0][/code] range. The format's precision is 8 " +"bits of red channel. Using BC4 texture compression." +msgstr "" +"显存压缩的无符号红通道数据格式,使用归一化的值。取值均在 [code][0.0, 1.0][/" +"code] 的范围内。该格式的精度为红通道 8 位。使用 BC4 纹理压缩。" + +msgid "" +"VRAM-compressed signed red channel data format with normalized value. Values " +"are in the [code][-1.0, 1.0][/code] range. The format's precision is 8 bits " +"of red channel. Using BC4 texture compression." +msgstr "" +"显存压缩的带符号红通道数据格式,使用归一化的值。取值均在 [code][-1.0, 1.0][/" +"code] 的范围内。该格式的精度为红通道 8 位。使用 BC4 纹理压缩。" + +msgid "" +"VRAM-compressed unsigned red/green channel data format with normalized " +"value. Values are in the [code][0.0, 1.0][/code] range. The format's " +"precision is 8 bits of red channel and 8 bits of green channel. Using BC5 " +"texture compression (also known as S3TC RGTC)." +msgstr "" +"显存压缩的无符号红、绿通道数据格式,使用归一化的值。取值均在 [code][0.0, 1.0]" +"[/code] 的范围内。该格式的精度为红通道 8 位、绿通道 8 位。使用 BC5 纹理压缩" +"(也叫 S3TC RGTC)。" + +msgid "" +"VRAM-compressed signed red/green channel data format with normalized value. " +"Values are in the [code][-1.0, 1.0][/code] range. The format's precision is " +"8 bits of red channel and 8 bits of green channel. Using BC5 texture " +"compression (also known as S3TC RGTC)." +msgstr "" +"显存压缩的带符号红、绿通道数据格式,使用归一化的值。取值均在 [code][-1.0, " +"1.0][/code] 的范围内。该格式的精度为红通道 8 位、绿通道 8 位。使用 BC5 纹理压" +"缩(也叫 S3TC RGTC)。" + +msgid "" +"VRAM-compressed unsigned red/green/blue channel data format with the " +"floating-point value stored as-is. The format's precision is 8 bits of red " +"channel and 8 bits of green channel. Using BC6H texture compression (also " +"known as BPTC HDR)." +msgstr "" +"显存压缩的无符号红、绿、蓝通道数据格式,浮点数值原样存储。该格式的精度为红通" +"道 8 位、绿通道 8 位。使用 BC6H 纹理压缩(也叫 BPTC HDR)。" + +msgid "" +"VRAM-compressed signed red/green/blue channel data format with the floating-" +"point value stored as-is. The format's precision is between 4 and 7 bits for " +"the red/green/blue channels and between 0 and 8 bits for the alpha channel. " +"Using BC7 texture compression (also known as BPTC HDR)." +msgstr "" +"显存压缩的带符号红、绿、蓝通道数据格式,浮点数值原样存储。该格式的精度为红、" +"绿、蓝通道在 4 到 7 位之间,Alpha 通道在 0 到 8 位之间。使用 BC7 纹理压缩(也" +"叫 BPTC HDR)。" + +msgid "" +"VRAM-compressed unsigned red/green/blue/alpha channel data format with " +"normalized value. Values are in the [code][0.0, 1.0][/code] range. The " +"format's precision is between 4 and 7 bits for the red/green/blue channels " +"and between 0 and 8 bits for the alpha channel. Also known as BPTC LDR." +msgstr "" +"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值均在 " +"[code][0.0, 1.0][/code] 的范围内。该格式的精度为红、绿、蓝通道在 4 到 7 位之" +"间,Alpha 通道在 0 到 8 位之间。使用 BC7 纹理压缩。也叫 BPTC HDR。" + +msgid "" +"VRAM-compressed unsigned red/green/blue/alpha channel data format with " +"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, " +"1.0][/code] range. The format's precision is between 4 and 7 bits for the " +"red/green/blue channels and between 0 and 8 bits for the alpha channel. Also " +"known as BPTC LDR." +msgstr "" +"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB " +"编码。取值均在 [code][0.0, 1.0][/code] 的范围内。该格式的精度为红、绿、蓝通道" +"在 4 到 7 位之间,Alpha 通道在 0 到 8 位之间。使用 BC7 纹理压缩。也叫 BPTC " +"HDR。" + +msgid "" +"VRAM-compressed unsigned red/green/blue channel data format with normalized " +"value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture " +"compression." +msgstr "" +"显存压缩的无符号红、绿、蓝通道数据格式,使用归一化的值。取值均在 [code][0.0, " +"1.0][/code] 的范围内。使用 ETC2 纹理压缩。" + +msgid "" +"VRAM-compressed unsigned red/green/blue channel data format with normalized " +"value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/" +"code] range. Using ETC2 texture compression." +msgstr "" +"显存压缩的无符号红、绿、蓝通道数据格式,使用归一化的值、非线性 sRGB 编码。取" +"值均在 [code][0.0, 1.0][/code] 的范围内。使用 ETC2 纹理压缩。" + +msgid "" +"VRAM-compressed unsigned red/green/blue/alpha channel data format with " +"normalized value. Values are in the [code][0.0, 1.0][/code] range. Red/green/" +"blue use 8 bit of precision each, with alpha using 1 bit of precision. Using " +"ETC2 texture compression." +msgstr "" +"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值均在 " +"[code][0.0, 1.0][/code] 的范围内。红、绿、蓝均使用 8 位精度,Alpha 使用 1 位" +"精度。使用 ETC2 纹理压缩。" + +msgid "" +"VRAM-compressed unsigned red/green/blue/alpha channel data format with " +"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, " +"1.0][/code] range. Red/green/blue use 8 bit of precision each, with alpha " +"using 1 bit of precision. Using ETC2 texture compression." +msgstr "" +"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB " +"编码。取值均在 [code][0.0, 1.0][/code] 的范围内。红、绿、蓝均使用 8 位精度," +"Alpha 使用 1 位精度。使用 ETC2 纹理压缩。" + +msgid "" +"VRAM-compressed unsigned red/green/blue/alpha channel data format with " +"normalized value. Values are in the [code][0.0, 1.0][/code] range. Red/green/" +"blue use 8 bits of precision each, with alpha using 8 bits of precision. " +"Using ETC2 texture compression." +msgstr "" +"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值均在 " +"[code][0.0, 1.0][/code] 的范围内。红、绿、蓝均使用 8 位精度,Alpha 使用 8 位" +"精度。使用 ETC2 纹理压缩。" + +msgid "" +"VRAM-compressed unsigned red/green/blue/alpha channel data format with " +"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, " +"1.0][/code] range. Red/green/blue use 8 bits of precision each, with alpha " +"using 8 bits of precision. Using ETC2 texture compression." +msgstr "" +"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB " +"编码。取值均在 [code][0.0, 1.0][/code] 的范围内。红、绿、蓝均使用 8 位精度," +"Alpha 使用 8 位精度。使用 ETC2 纹理压缩。" + +msgid "" +"11-bit VRAM-compressed unsigned red channel data format with normalized " +"value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture " +"compression." +msgstr "" +"11 位显存压缩的无符号红通道数据格式,使用归一化的值。取值均在 [code][0.0, " +"1.0][/code] 的范围内。使用 ETC2 纹理压缩。" + +msgid "" +"11-bit VRAM-compressed signed red channel data format with normalized value. " +"Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture " +"compression." +msgstr "" +"11 位显存压缩的带符号红通道数据格式,使用归一化的值。取值均在 [code][0.0, " +"1.0][/code] 的范围内。使用 ETC2 纹理压缩。" + +msgid "" +"11-bit VRAM-compressed unsigned red/green channel data format with " +"normalized value. Values are in the [code][0.0, 1.0][/code] range. Using " +"ETC2 texture compression." +msgstr "" +"11 位显存压缩的无符号红、绿通道数据格式,使用归一化的值。取值均在 [code]" +"[0.0, 1.0][/code] 的范围内。使用 ETC2 纹理压缩。" + +msgid "" +"11-bit VRAM-compressed signed red/green channel data format with normalized " +"value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture " +"compression." +msgstr "" +"11 位显存压缩的带符号红、绿通道数据格式,使用归一化的值。取值均在 [code]" +"[0.0, 1.0][/code] 的范围内。使用 ETC2 纹理压缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value, " +"packed in 4×4 blocks (highest quality). Values are in the [code][0.0, 1.0][/" +"code] range. Using ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 4x4 的区块内(质量最" +"高)。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 4×4 blocks (highest quality). Values " +"are in the [code][0.0, 1.0][/code] range. Using ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 4x4 " +"的区块内(质量最高)。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压" +"缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value, " +"packed in 5×4 blocks. Values are in the [code][0.0, 1.0][/code] range. Using " +"ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 5x4 的区块内。取值均" +"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 5×4 blocks. Values are in the [code]" +"[0.0, 1.0][/code] range. Using ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 5x4 " +"的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value, " +"packed in 5×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using " +"ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 5x5 的区块内。取值均" +"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 5×5 blocks. Values are in the [code]" +"[0.0, 1.0][/code] range. Using ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 5x5 " +"的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value, " +"packed in 6×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using " +"ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 6x5 的区块内。取值均" +"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 6×5 blocks. Values are in the [code]" +"[0.0, 1.0][/code] range. Using ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 6x5 " +"的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value, " +"packed in 6×6 blocks. Values are in the [code][0.0, 1.0][/code] range. Using " +"ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 6x6 的区块内。取值均" +"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 6×6 blocks. Values are in the [code]" +"[0.0, 1.0][/code] range. Using ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 6x6 " +"的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value, " +"packed in 8×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using " +"ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 8x5 的区块内。取值均" +"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 8×5 blocks. Values are in the [code]" +"[0.0, 1.0][/code] range. Using ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 8x5 " +"的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value, " +"packed in 8×6 blocks. Values are in the [code][0.0, 1.0][/code] range. Using " +"ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 8x6 的区块内。取值均" +"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 8×6 blocks. Values are in the [code]" +"[0.0, 1.0][/code] range. Using ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 8x6 " +"的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value, " +"packed in 8×8 blocks. Values are in the [code][0.0, 1.0][/code] range. Using " +"ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 8x8 的区块内。取值均" +"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 8×8 blocks. Values are in the [code]" +"[0.0, 1.0][/code] range. Using ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 8x8 " +"的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value, " +"packed in 10×5 blocks. Values are in the [code][0.0, 1.0][/code] range. " +"Using ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 10x5 的区块内。取值均" +"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 10×5 blocks. Values are in the [code]" +"[0.0, 1.0][/code] range. Using ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 " +"10x5 的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value, " +"packed in 10×6 blocks. Values are in the [code][0.0, 1.0][/code] range. " +"Using ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 10x6 的区块内。取值均" +"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 10×6 blocks. Values are in the [code]" +"[0.0, 1.0][/code] range. Using ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 " +"10x6 的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value, " +"packed in 10×8 blocks. Values are in the [code][0.0, 1.0][/code] range. " +"Using ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 10x8 的区块内。取值均" +"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 10×8 blocks. Values are in the [code]" +"[0.0, 1.0][/code] range. Using ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 " +"10x8 的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value, " +"packed in 10×10 blocks. Values are in the [code][0.0, 1.0][/code] range. " +"Using ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 10x10 的区块内。取值均" +"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 10×10 blocks. Values are in the " +"[code][0.0, 1.0][/code] range. Using ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 " +"10x10 的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value, " +"packed in 12×10 blocks. Values are in the [code][0.0, 1.0][/code] range. " +"Using ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 12x10 的区块内。取值均" +"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 12×10 blocks. Values are in the " +"[code][0.0, 1.0][/code] range. Using ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 " +"12x10 的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value, " +"packed in 12 blocks (lowest quality). Values are in the [code][0.0, 1.0][/" +"code] range. Using ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 12 个区块内(质量最" +"低)。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。" + +msgid "" +"VRAM-compressed unsigned floating-point data format with normalized value " +"and non-linear sRGB encoding, packed in 12 blocks (lowest quality). Values " +"are in the [code][0.0, 1.0][/code] range. Using ASTC compression." +msgstr "" +"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 12 " +"个区块内(质量最低)。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压" +"缩。" + +msgid "" +"8-bit-per-channel unsigned floating-point green/blue/red channel data format " +"with normalized value. Values are in the [code][0.0, 1.0][/code] range. Blue " +"and red channel data is stored at halved horizontal resolution (i.e. 2 " +"horizontally adjacent pixels will share the same value for the blue/red " +"channel)." +msgstr "" +"每通道 8 位的无符号浮点数绿、蓝、红通道数据格式,使用归一化的值。取值均在 " +"[code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向" +"相邻的像素共享同一个蓝、红通道数值)。" + +msgid "" +"8-bit-per-channel unsigned floating-point blue/green/red channel data format " +"with normalized value. Values are in the [code][0.0, 1.0][/code] range. Blue " +"and red channel data is stored at halved horizontal resolution (i.e. 2 " +"horizontally adjacent pixels will share the same value for the blue/red " +"channel)." +msgstr "" +"每通道 8 位的无符号浮点数蓝、绿、红通道数据格式,使用归一化的值。取值均在 " +"[code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向" +"相邻的像素共享同一个蓝、红通道数值)。" + +msgid "" +"8-bit-per-channel unsigned floating-point green/blue/red channel data with " +"normalized value, stored across 3 separate planes (green + blue + red). " +"Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data " +"is stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent " +"pixels will share the same value for the blue/red channel)." +msgstr "" +"每通道 8 位的无符号浮点数绿、蓝、红通道数据格式,使用归一化的值,分别在三个独" +"立平面存储(绿 + 蓝 + 红)。取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红" +"通道数据纵横半分辨率存储(即 2x2 相邻的像素共享同一个蓝、红通道数值)。" + +msgid "" +"8-bit-per-channel unsigned floating-point green/blue/red channel data with " +"normalized value, stored across 2 separate planes (green + blue/red). Values " +"are in the [code][0.0, 1.0][/code] range. Blue and red channel data is " +"stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent " +"pixels will share the same value for the blue/red channel)." +msgstr "" +"每通道 8 位的无符号浮点数绿、蓝、红通道数据格式,使用归一化的值,分别在两个独" +"立平面存储(绿 + 蓝、红)。取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红" +"通道数据纵横半分辨率存储(即 2x2 相邻的像素共享同一个蓝、红通道数值)。" + +msgid "" +"8-bit-per-channel unsigned floating-point green/blue/red channel data with " +"normalized value, stored across 2 separate planes (green + blue + red). " +"Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data " +"is stored at halved horizontal resolution (i.e. 2 horizontally adjacent " +"pixels will share the same value for the blue/red channel)." +msgstr "" +"每通道 8 位的无符号浮点数绿、蓝、红通道数据格式,使用归一化的值,分别在两个独" +"立平面存储(绿 + 蓝 + 红)。取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红" +"通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红通道数值)。" + +msgid "" +"8-bit-per-channel unsigned floating-point green/blue/red channel data with " +"normalized value, stored across 2 separate planes (green + blue/red). Values " +"are in the [code][0.0, 1.0][/code] range. Blue and red channel data is " +"stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels " +"will share the same value for the blue/red channel)." +msgstr "" +"每通道 8 位的无符号浮点数绿、蓝、红通道数据格式,使用归一化的值,分别在两个独" +"立平面存储(绿 + 蓝、红)。取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红" +"通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红通道数值)。" + +msgid "" +"8-bit-per-channel unsigned floating-point green/blue/red channel data with " +"normalized value, stored across 3 separate planes. Values are in the [code]" +"[0.0, 1.0][/code] range." +msgstr "" +"每通道 8 位的无符号浮点数绿、蓝、红通道数据格式,使用归一化的值,分别在三个独" +"立平面存储。取值均在 [code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"10-bit-per-channel unsigned floating-point red channel data with normalized " +"value, plus 6 unused bits, packed in 16 bits. Values are in the [code][0.0, " +"1.0][/code] range." +msgstr "" +"每通道 10 位的无符号浮点数红通道数据,使用归一化的值,另有 6 位未使用,紧缩" +"在 16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"10-bit-per-channel unsigned floating-point red/green channel data with " +"normalized value, plus 6 unused bits after each channel, packed in 2×16 " +"bits. Values are in the [code][0.0, 1.0][/code] range." +msgstr "" +"每通道 10 位的无符号浮点数红、绿通道数据,使用归一化的值,每个通道均另有 6 位" +"未使用,紧缩在 2x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"10-bit-per-channel unsigned floating-point red/green/blue/alpha channel data " +"with normalized value, plus 6 unused bits after each channel, packed in 4×16 " +"bits. Values are in the [code][0.0, 1.0][/code] range." +msgstr "" +"每通道 10 位的无符号浮点数红、绿、蓝、Alpha 通道数据,使用归一化的值,每个通" +"道均另有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/" +"code] 的范围内。" + +msgid "" +"10-bit-per-channel unsigned floating-point green/blue/green/red channel data " +"with normalized value, plus 6 unused bits after each channel, packed in 4×16 " +"bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel " +"data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent " +"pixels will share the same value for the blue/red channel). The green " +"channel is listed twice, but contains different values to allow it to be " +"represented at full resolution." +msgstr "" +"每通道 10 位的无符号浮点数绿、蓝、绿、红通道数据,使用归一化的值,每个通道均" +"另有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的" +"范围内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红" +"通道数值)。绿通道出现两次,但包含不同的值,因此能够表示为完整的分辨率。" + +msgid "" +"10-bit-per-channel unsigned floating-point blue/green/red/green channel data " +"with normalized value, plus 6 unused bits after each channel, packed in 4×16 " +"bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel " +"data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent " +"pixels will share the same value for the blue/red channel). The green " +"channel is listed twice, but contains different values to allow it to be " +"represented at full resolution." +msgstr "" +"每通道 10 位的无符号浮点数蓝、绿、红、绿通道数据,使用归一化的值,每个通道均" +"另有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的" +"范围内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红" +"通道数值)。绿通道出现两次,但包含不同的值,因此能够表示为完整的分辨率。" + +msgid "" +"10-bit-per-channel unsigned floating-point green/blue/red channel data with " +"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits " +"and stored across 2 separate planes (green + blue + red). Values are in the " +"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved " +"horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the " +"same value for the blue/red channel)." +msgstr "" +"每通道 10 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 " +"6 位未使用,紧缩在 3x16 个比特位中,分别在两个独立平面存储(绿 + 蓝 + 红)。" +"取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据纵横半分辨率存储" +"(即 2x2 相邻的像素共享同一个蓝、红通道数值)。" + +msgid "" +"10-bit-per-channel unsigned floating-point green/blue/red channel data with " +"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits " +"and stored across 2 separate planes (green + blue/red). Values are in the " +"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved " +"horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the " +"same value for the blue/red channel)." +msgstr "" +"每通道 10 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 " +"6 位未使用,紧缩在 3x16 个比特位中,分别在两个独立平面存储(绿 + 蓝、红)。取" +"值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据纵横半分辨率存储(即 " +"2x2 相邻的像素共享同一个蓝、红通道数值)。" + +msgid "" +"10-bit-per-channel unsigned floating-point green/blue/red channel data with " +"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits " +"and stored across 3 separate planes (green + blue + red). Values are in the " +"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved " +"horizontal resolution (i.e. 2 horizontally adjacent pixels will share the " +"same value for the blue/red channel)." +msgstr "" +"每通道 10 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 " +"6 位未使用,紧缩在 3x16 个比特位中,分别在三个独立平面存储(绿 + 蓝 + 红)。" +"取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即" +"两个横向相邻的像素共享同一个蓝、红通道数值)。" + +msgid "" +"10-bit-per-channel unsigned floating-point green/blue/red channel data with " +"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits " +"and stored across 3 separate planes (green + blue/red). Values are in the " +"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved " +"horizontal resolution (i.e. 2 horizontally adjacent pixels will share the " +"same value for the blue/red channel)." +msgstr "" +"每通道 10 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 " +"6 位未使用,紧缩在 3x16 个比特位中,分别在三个独立平面存储(绿 + 蓝、红)。取" +"值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两" +"个横向相邻的像素共享同一个蓝、红通道数值)。" + +msgid "" +"10-bit-per-channel unsigned floating-point green/blue/red channel data with " +"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits " +"and stored across 3 separate planes (green + blue + red). Values are in the " +"[code][0.0, 1.0][/code] range." +msgstr "" +"每通道 10 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 " +"6 位未使用,紧缩在 3x16 个比特位中,分别在三个独立平面存储(绿 + 蓝 + 红)。" +"取值均在 [code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"12-bit-per-channel unsigned floating-point red channel data with normalized " +"value, plus 6 unused bits, packed in 16 bits. Values are in the [code][0.0, " +"1.0][/code] range." +msgstr "" +"每通道 12 位的无符号浮点数红通道数据,使用归一化的值,另有 6 位未使用,紧缩" +"在 16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"12-bit-per-channel unsigned floating-point red/green channel data with " +"normalized value, plus 6 unused bits after each channel, packed in 2×16 " +"bits. Values are in the [code][0.0, 1.0][/code] range." +msgstr "" +"每通道 12 位的无符号浮点数红、绿通道数据,使用归一化的值,每个通道均另有 6 位" +"未使用,紧缩在 2x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"12-bit-per-channel unsigned floating-point red/green/blue/alpha channel data " +"with normalized value, plus 6 unused bits after each channel, packed in 4×16 " +"bits. Values are in the [code][0.0, 1.0][/code] range." +msgstr "" +"每通道 12 位的无符号浮点数红、绿、蓝、Alpha 通道数据,使用归一化的值,每个通" +"道均另有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/" +"code] 的范围内。" + +msgid "" +"12-bit-per-channel unsigned floating-point green/blue/green/red channel data " +"with normalized value, plus 6 unused bits after each channel, packed in 4×16 " +"bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel " +"data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent " +"pixels will share the same value for the blue/red channel). The green " +"channel is listed twice, but contains different values to allow it to be " +"represented at full resolution." +msgstr "" +"每通道 12 位的无符号浮点数绿、蓝、绿、红通道数据,使用归一化的值,每个通道均" +"另有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的" +"范围内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红" +"通道数值)。绿通道出现两次,但包含不同的值,因此能够表示为完整的分辨率。" + +msgid "" +"12-bit-per-channel unsigned floating-point blue/green/red/green channel data " +"with normalized value, plus 6 unused bits after each channel, packed in 4×16 " +"bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel " +"data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent " +"pixels will share the same value for the blue/red channel). The green " +"channel is listed twice, but contains different values to allow it to be " +"represented at full resolution." +msgstr "" +"每通道 12 位的无符号浮点数蓝、绿、红、绿通道数据,使用归一化的值,每个通道均" +"另有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的" +"范围内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红" +"通道数值)。绿通道出现两次,但包含不同的值,因此能够表示为完整的分辨率。" + +msgid "" +"12-bit-per-channel unsigned floating-point green/blue/red channel data with " +"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits " +"and stored across 2 separate planes (green + blue + red). Values are in the " +"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved " +"horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the " +"same value for the blue/red channel)." +msgstr "" +"每通道 12 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 " +"6 位未使用,紧缩在 3x16 个比特位中,分别在两个独立平面存储(绿 + 蓝 + 红)。" +"取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据纵横半分辨率存储" +"(即 2x2 相邻的像素共享同一个蓝、红通道数值)。" + +msgid "" +"12-bit-per-channel unsigned floating-point green/blue/red channel data with " +"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits " +"and stored across 2 separate planes (green + blue/red). Values are in the " +"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved " +"horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the " +"same value for the blue/red channel)." +msgstr "" +"每通道 12 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 " +"6 位未使用,紧缩在 3x16 个比特位中,分别在两个独立平面存储(绿 + 蓝、红)。取" +"值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据纵横半分辨率存储(即 " +"2x2 相邻的像素共享同一个蓝、红通道数值)。" + +msgid "" +"12-bit-per-channel unsigned floating-point green/blue/red channel data with " +"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits " +"and stored across 3 separate planes (green + blue + red). Values are in the " +"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved " +"horizontal resolution (i.e. 2 horizontally adjacent pixels will share the " +"same value for the blue/red channel)." +msgstr "" +"每通道 12 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 " +"6 位未使用,紧缩在 3x16 个比特位中,分别在三个独立平面存储(绿 + 蓝 + 红)。" +"取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即" +"两个横向相邻的像素共享同一个蓝、红通道数值)。" + +msgid "" +"12-bit-per-channel unsigned floating-point green/blue/red channel data with " +"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits " +"and stored across 3 separate planes (green + blue/red). Values are in the " +"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved " +"horizontal resolution (i.e. 2 horizontally adjacent pixels will share the " +"same value for the blue/red channel)." +msgstr "" +"每通道 12 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 " +"6 位未使用,紧缩在 3x16 个比特位中,分别在三个独立平面存储(绿 + 蓝、红)。取" +"值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两" +"个横向相邻的像素共享同一个蓝、红通道数值)。" + +msgid "" +"12-bit-per-channel unsigned floating-point green/blue/red channel data with " +"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits " +"and stored across 3 separate planes (green + blue + red). Values are in the " +"[code][0.0, 1.0][/code] range." +msgstr "" +"每通道 12 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 " +"6 位未使用,紧缩在 3x16 个比特位中,分别在三个独立平面存储(绿 + 蓝 + 红)。" +"取值均在 [code][0.0, 1.0][/code] 的范围内。" + +msgid "" +"16-bit-per-channel unsigned floating-point green/blue/red channel data " +"format with normalized value. Values are in the [code][0.0, 1.0][/code] " +"range. Blue and red channel data is stored at halved horizontal resolution " +"(i.e. 2 horizontally adjacent pixels will share the same value for the blue/" +"red channel)." +msgstr "" +"每通道 16 位的无符号浮点数绿、蓝、红通道数据格式,使用归一化的值。取值均在 " +"[code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向" +"相邻的像素共享同一个蓝、红通道数值)。" + +msgid "" +"16-bit-per-channel unsigned floating-point blue/green/red channel data " +"format with normalized value. Values are in the [code][0.0, 1.0][/code] " +"range. Blue and red channel data is stored at halved horizontal resolution " +"(i.e. 2 horizontally adjacent pixels will share the same value for the blue/" +"red channel)." +msgstr "" +"每通道 16 位的无符号浮点数蓝、绿、红通道数据格式,使用归一化的值。取值均在 " +"[code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向" +"相邻的像素共享同一个蓝、红通道数值)。" + +msgid "" +"16-bit-per-channel unsigned floating-point green/blue/red channel data with " +"normalized value, plus 6 unused bits after each channel. Stored across 2 " +"separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/" +"code] range. Blue and red channel data is stored at halved horizontal and " +"vertical resolution (i.e. 2×2 adjacent pixels will share the same value for " +"the blue/red channel)." +msgstr "" +"每通道 16 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 " +"6 位未使用。分别在两个独立平面存储(绿 + 蓝 + 红)。取值均在 [code][0.0, 1.0]" +"[/code] 的范围内。蓝、红通道数据纵横半分辨率存储(即 2x2 相邻的像素共享同一个" +"蓝、红通道数值)。" + +msgid "" +"16-bit-per-channel unsigned floating-point green/blue/red channel data with " +"normalized value, plus 6 unused bits after each channel. Stored across 2 " +"separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/" +"code] range. Blue and red channel data is stored at halved horizontal and " +"vertical resolution (i.e. 2×2 adjacent pixels will share the same value for " +"the blue/red channel)." +msgstr "" +"每通道 16 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 " +"6 位未使用。分别在两个独立平面存储(绿 + 蓝、红)。取值均在 [code][0.0, 1.0]" +"[/code] 的范围内。蓝、红通道数据纵横半分辨率存储(即 2x2 相邻的像素共享同一个" +"蓝、红通道数值)。" + +msgid "" +"16-bit-per-channel unsigned floating-point green/blue/red channel data with " +"normalized value, plus 6 unused bits after each channel. Stored across 3 " +"separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/" +"code] range. Blue and red channel data is stored at halved horizontal " +"resolution (i.e. 2 horizontally adjacent pixels will share the same value " +"for the blue/red channel)." +msgstr "" +"每通道 16 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 " +"6 位未使用。分别在三个独立平面存储(绿 + 蓝 + 红)。取值均在 [code][0.0, 1.0]" +"[/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同" +"一个蓝、红通道数值)。" + +msgid "" +"16-bit-per-channel unsigned floating-point green/blue/red channel data with " +"normalized value, plus 6 unused bits after each channel. Stored across 3 " +"separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/" +"code] range. Blue and red channel data is stored at halved horizontal " +"resolution (i.e. 2 horizontally adjacent pixels will share the same value " +"for the blue/red channel)." +msgstr "" +"每通道 16 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 " +"6 位未使用。分别在三个独立平面存储(绿 + 蓝、红)。取值均在 [code][0.0, 1.0]" +"[/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同" +"一个蓝、红通道数值)。" + +msgid "" +"16-bit-per-channel unsigned floating-point green/blue/red channel data with " +"normalized value, plus 6 unused bits after each channel. Stored across 3 " +"separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/" +"code] range." +msgstr "" +"每通道 16 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 " +"6 位未使用。分别在三个独立平面存储(绿 + 蓝 + 红)。取值均在 [code][0.0, 1.0]" +"[/code] 的范围内。" + +msgid "Represents the size of the [enum DataFormat] enum." +msgstr "代表 [enum DataFormat] 枚举的大小。" + msgid "1-dimensional texture." msgstr "一维纹理。" @@ -88448,9 +91215,71 @@ msgstr "[Cubemap] 纹理数组。" msgid "Represents the size of the [enum TextureType] enum." msgstr "代表 [enum TextureType] 枚举的大小。" +msgid "" +"Perform 1 texture sample (this is the fastest but lowest-quality for " +"antialiasing)." +msgstr "执行 1 次纹理采样(最快,但抗锯齿质量最低)。" + +msgid "Perform 2 texture samples." +msgstr "执行 2 次纹理采样。" + +msgid "Perform 4 texture samples." +msgstr "执行 4 次纹理采样。" + +msgid "" +"Perform 8 texture samples. Not supported on mobile GPUs (including Apple " +"Silicon)." +msgstr "执行 8 次纹理采样。移动 GPU 不支持(包括 Apple Silicon)。" + +msgid "" +"Perform 16 texture samples. Not supported on mobile GPUs and many desktop " +"GPUs." +msgstr "执行 16 次纹理采样。移动 GPU 及许多桌面 GPU 均不支持。" + +msgid "Perform 32 texture samples. Not supported on most GPUs." +msgstr "执行 32 次纹理采样。大多数 GPU 均不支持。" + +msgid "" +"Perform 64 texture samples (this is the slowest but highest-quality for " +"antialiasing). Not supported on most GPUs." +msgstr "执行 64 次纹理采样(最慢,但抗锯齿质量最高)。大多数 GPU 均不支持。" + msgid "Represents the size of the [enum TextureSamples] enum." msgstr "代表 [enum TextureSamples] 枚举的大小。" +msgid "Return the sampled value as-is." +msgstr "原样返回采样数值。" + +msgid "Always return [code]0.0[/code] when sampling." +msgstr "采样时使用返回 [code]0.0[/code]。" + +msgid "Always return [code]1.0[/code] when sampling." +msgstr "采样时使用返回 [code]1.0[/code]。" + +msgid "Sample the red color channel." +msgstr "对红色通道进行采样。" + +msgid "Sample the green color channel." +msgstr "对绿色通道进行采样。" + +msgid "Sample the blue color channel." +msgstr "对蓝色通道进行采样。" + +msgid "Sample the alpha channel." +msgstr "对 Alpha 通道进行采样。" + +msgid "Represents the size of the [enum TextureSwizzle] enum." +msgstr "代表 [enum TextureSwizzle] 枚举的大小。" + +msgid "2-dimensional texture slice." +msgstr "二维纹理切片。" + +msgid "Cubemap texture slice." +msgstr "立方体贴图纹理切片。" + +msgid "3-dimensional texture slice." +msgstr "三维纹理切片。" + msgid "" "Nearest-neighbor sampler filtering. Sampling at higher resolutions than the " "source will result in a pixelated look." @@ -88461,14 +91290,250 @@ msgid "" "will result in a blurry look." msgstr "双线性采样器过滤。按照比源更高分辨率采样时,会产生模糊的效果。" +msgid "Represents the size of the [enum SamplerRepeatMode] enum." +msgstr "代表 [enum SamplerRepeatMode] 枚举的大小。" + +msgid "Represents the size of the [enum SamplerBorderColor] enum." +msgstr "代表 [enum SamplerBorderColor] 枚举的大小。" + +msgid "Represents the size of the [enum UniformType] enum." +msgstr "表示 [enum UniformType] 枚举的大小。" + msgid "" "Point rendering primitive (with constant size, regardless of distance from " "camera)." msgstr "渲染点的图元(大小为常量,和与相机之间的距离无关)。" +msgid "Represents the size of the [enum RenderPrimitive] enum." +msgstr "代表 [enum RenderPrimitive] 枚举的大小。" + +msgid "Represents the size of the [enum StencilOperation] enum." +msgstr "代表 [enum StencilOperation] 枚举的大小。" + +msgid "\"Never\" comparison (opposite of [constant COMPARE_OP_ALWAYS])." +msgstr "“永不”比较(与 [constant COMPARE_OP_ALWAYS] 相对)。" + +msgid "\"Less than\" comparison." +msgstr "“小于”比较。" + +msgid "\"Equal\" comparison." +msgstr "“等于”比较。" + +msgid "\"Less than or equal\" comparison." +msgstr "“小于等于”比较。" + +msgid "\"Greater than\" comparison." +msgstr "“大于”比较。" + +msgid "\"Not equal\" comparison." +msgstr "“不等于”比较。" + +msgid "\"Greater than or equal\" comparison." +msgstr "“大于等于”比较。" + +msgid "\"Always\" comparison (opposite of [constant COMPARE_OP_NEVER])." +msgstr "“始终”比较(与 [constant COMPARE_OP_NEVER] 相对)。" + +msgid "Represents the size of the [enum CompareOperator] enum." +msgstr "代表 [enum CompareOperator] 枚举的大小。" + +msgid "" +"Clear logic operation (result is always [code]0[/code]). See also [constant " +"LOGIC_OP_SET]." +msgstr "" +"逻辑清除运算(结果始终为 [code]0[/code])。另见 [constant LOGIC_OP_SET]。" + +msgid "AND logic operation." +msgstr "逻辑与(AND)运算。" + +msgid "" +"AND logic operation with the [i]destination[/i] operand being inverted. See " +"also [constant LOGIC_OP_AND_INVERTED]." +msgstr "" +"逻辑与(AND)运算,翻转[i]目标[/i]操作数。另见 [constant " +"LOGIC_OP_AND_INVERTED]。" + +msgid "" +"Copy logic operation (keeps the [i]source[/i] value as-is). See also " +"[constant LOGIC_OP_COPY_INVERTED] and [constant LOGIC_OP_NO_OP]." +msgstr "" +"逻辑复制运算(保留[i]来源[/i]的值)。另见 [constant LOGIC_OP_COPY_INVERTED] " +"和 [constant LOGIC_OP_NO_OP]。" + +msgid "" +"AND logic operation with the [i]source[/i] operand being inverted. See also " +"[constant LOGIC_OP_AND_REVERSE]." +msgstr "" +"逻辑与(AND)运算,翻转[i]来源[/i]操作数。另见 [constant " +"LOGIC_OP_AND_REVERSE]。" + +msgid "" +"No-op logic operation (keeps the [i]destination[/i] value as-is). See also " +"[constant LOGIC_OP_COPY]." +msgstr "逻辑空运算(保留[i]目标[/i]值)。另见 [constant LOGIC_OP_COPY]。" + msgid "Exclusive or (XOR) logic operation." msgstr "逻辑异或(XOR)运算。" +msgid "OR logic operation." +msgstr "逻辑或(OR)运算。" + +msgid "Not-OR (NOR) logic operation." +msgstr "逻辑非或(NOR)运算。" + +msgid "Not-XOR (XNOR) logic operation." +msgstr "逻辑非异或(XNOR)运算。" + +msgid "Invert logic operation." +msgstr "逻辑翻转运算。" + +msgid "" +"OR logic operation with the [i]destination[/i] operand being inverted. See " +"also [constant LOGIC_OP_OR_REVERSE]." +msgstr "" +"逻辑或(OR)运算,翻转[i]目标[/i]操作数。另见 [constant " +"LOGIC_OP_OR_REVERSE]。" + +msgid "" +"NOT logic operation (inverts the value). See also [constant LOGIC_OP_COPY]." +msgstr "逻辑非(NOT)运算(将值翻转)。另见 [constant LOGIC_OP_COPY]。" + +msgid "" +"OR logic operation with the [i]source[/i] operand being inverted. See also " +"[constant LOGIC_OP_OR_REVERSE]." +msgstr "" +"逻辑或(OR)运算,翻转[i]来源[/i]操作数。另见 [constant " +"LOGIC_OP_OR_REVERSE]。" + +msgid "Not-AND (NAND) logic operation." +msgstr "逻辑非与(NAND)运算。" + +msgid "" +"SET logic operation (result is always [code]1[/code]). See also [constant " +"LOGIC_OP_CLEAR]." +msgstr "" +"逻辑设置运算(结果始终为 [code]1[/code])。另见 [constant LOGIC_OP_CLEAR]。" + +msgid "Represents the size of the [enum LogicOperation] enum." +msgstr "代表 [enum LogicOperation] 枚举的大小。" + +msgid "Constant [code]0.0[/code] blend factor." +msgstr "混合系数常量 [code]0.0[/code]。" + +msgid "Constant [code]1.0[/code] blend factor." +msgstr "混合系数常量 [code]1.0[/code]。" + +msgid "" +"Color blend factor is [code]source color[/code]. Alpha blend factor is " +"[code]source alpha[/code]." +msgstr "" +"颜色混合系数为 [code]source color[/code]。Alpha 混合系数为 [code]source " +"alpha[/code]。" + +msgid "" +"Color blend factor is [code]1.0 - source color[/code]. Alpha blend factor is " +"[code]1.0 - source alpha[/code]." +msgstr "" +"颜色混合系数为 [code]1.0 - source color[/code]。Alpha 混合系数为 [code]1.0 - " +"source alpha[/code]。" + +msgid "" +"Color blend factor is [code]destination color[/code]. Alpha blend factor is " +"[code]destination alpha[/code]." +msgstr "" +"颜色混合系数为 [code]destination color[/code]。Alpha 混合系数为 " +"[code]destination alpha[/code]。" + +msgid "" +"Color blend factor is [code]1.0 - destination color[/code]. Alpha blend " +"factor is [code]1.0 - destination alpha[/code]." +msgstr "" +"颜色混合系数为 [code]1.0 - destination color[/code]。Alpha 混合系数为 " +"[code]1.0 - destination alpha[/code]。" + +msgid "Color and alpha blend factor is [code]source alpha[/code]." +msgstr "颜色混合和 Alpha 混合系数为 [code]source alpha[/code]。" + +msgid "Color and alpha blend factor is [code]1.0 - source alpha[/code]." +msgstr "颜色混合和 Alpha 混合系数为 [code]1.0 - source alpha[/code]。" + +msgid "Color and alpha blend factor is [code]destination alpha[/code]." +msgstr "颜色混合和 Alpha 混合系数为 [code]destination alpha[/code]。" + +msgid "Color and alpha blend factor is [code]1.0 - destination alpha[/code]." +msgstr "颜色混合和 Alpha 混合系数为 [code]1.0 - destination alpha[/code]。" + +msgid "" +"Color blend factor is [code]blend constant color[/code]. Alpha blend factor " +"is [code]blend constant alpha[/code] (see [method " +"draw_list_set_blend_constants])." +msgstr "" +"颜色混合系数为 [code]blend constant color[/code]。Alpha 混合系数为 " +"[code]blend constant alpha[/code](见 [method " +"draw_list_set_blend_constants])。" + +msgid "" +"Color blend factor is [code]1.0 - blend constant color[/code]. Alpha blend " +"factor is [code]1.0 - blend constant alpha[/code] (see [method " +"draw_list_set_blend_constants])." +msgstr "" +"颜色混合系数为 [code]1.0 - blend constant color[/code]。Alpha 混合系数为 " +"[code]1.0 - blend constant alpha[/code](见 [method " +"draw_list_set_blend_constants])。" + +msgid "" +"Color and alpha blend factor is [code]blend constant alpha[/code] (see " +"[method draw_list_set_blend_constants])." +msgstr "" +"颜色混合和 Alpha 混合系数为 [code]blend constant alpha[/code](见 [method " +"draw_list_set_blend_constants])。" + +msgid "" +"Color and alpha blend factor is [code]1.0 - blend constant alpha[/code] (see " +"[method draw_list_set_blend_constants])." +msgstr "" +"颜色混合和 Alpha 混合系数为 [code]1.0 - blend constant alpha[/code](见 " +"[method draw_list_set_blend_constants])。" + +msgid "" +"Color blend factor is [code]min(source alpha, 1.0 - destination alpha)[/" +"code]. Alpha blend factor is [code]1.0[/code]." +msgstr "" +"颜色混合系数为 [code]min(source alpha, 1.0 - destination alpha)[/code]。" +"Alpha 混合系数为 [code]1.0[/code]。" + +msgid "" +"Color blend factor is [code]second source color[/code]. Alpha blend factor " +"is [code]second source alpha[/code]. Only relevant for dual-source blending." +msgstr "" +"颜色混合系数为 [code]second source color[/code]。Alpha 混合系数为 " +"[code]second source alpha[/code]。仅适用于双源混合。" + +msgid "" +"Color blend factor is [code]1.0 - second source color[/code]. Alpha blend " +"factor is [code]1.0 - second source alpha[/code]. Only relevant for dual-" +"source blending." +msgstr "" +"颜色混合系数为 [code]1.0 - second source color[/code]。Alpha 混合系数为 " +"[code]1.0 - second source alpha[/code]。仅适用于双源混合。" + +msgid "" +"Color and alpha blend factor is [code]second source alpha[/code]. Only " +"relevant for dual-source blending." +msgstr "" +"颜色混合和 Alpha 混合系数为 [code]second source alpha[/code]。仅适用于双源混" +"合。" + +msgid "" +"Color and alpha blend factor is [code]1.0 - second source alpha[/code]. Only " +"relevant for dual-source blending." +msgstr "" +"颜色混合和 Alpha 混合系数为 [code]1.0 - second source alpha[/code]。仅适用于" +"双源混合。" + +msgid "Represents the size of the [enum BlendFactor] enum." +msgstr "代表 [enum BlendFactor] 枚举的大小。" + msgid "Additive blending operation ([code]source + destination[/code])." msgstr "加法混合运算([code]source + destination[/code])。" @@ -88488,6 +91553,21 @@ msgstr "最大混合运算(保留两者之间的较大值)。" msgid "Represents the size of the [enum BlendOperation] enum." msgstr "代表 [enum BlendOperation] 枚举的大小。" +msgid "Represents the size of the [enum InitialAction] enum." +msgstr "代表 [enum InitialAction] 枚举的大小。" + +msgid "Represents the size of the [enum FinalAction] enum." +msgstr "代表 [enum FinalAction] 枚举的大小。" + +msgid "Represents the size of the [enum ShaderStage] enum." +msgstr "代表 [enum ShaderStage] 枚举的大小。" + +msgid "Maximum height of a framebuffer (in pixels)." +msgstr "帧缓冲的最大高度(单位为像素)。" + +msgid "Maximum width of a framebuffer (in pixels)." +msgstr "帧缓冲的最大宽度(单位为像素)。" + msgid "" "Maximum supported 1-dimensional texture size (in pixels on a single axis)." msgstr "支持的一维纹理的最大尺寸(单轴像素数)。" @@ -88505,6 +91585,30 @@ msgid "" "single face)." msgstr "支持的立方体贴图纹理的最大尺寸(单轴像素数)。" +msgid "Maximum size of a uniform buffer." +msgstr "Uniform 缓冲的最大大小。" + +msgid "Maximum vertex input attribute offset." +msgstr "顶点输入属性的最大偏移。" + +msgid "Maximum number of vertex input attributes." +msgstr "顶点输入属性的最大数量。" + +msgid "Maximum number of vertex input bindings." +msgstr "顶点输入绑定的最大数量。" + +msgid "Maximum shared memory size for compute shaders." +msgstr "计算着色器的最大共享内存大小。" + +msgid "Maximum number of workgroups for compute shaders on the X axis." +msgstr "计算着色器在 X 轴上的最大工作组数量。" + +msgid "Maximum number of workgroups for compute shaders on the Y axis." +msgstr "计算着色器在 Y 轴上的最大工作组数量。" + +msgid "Maximum number of workgroups for compute shaders on the Z axis." +msgstr "计算着色器在 Z 轴上的最大工作组数量。" + msgid "Memory taken by textures." msgstr "纹理占用的内存。" @@ -88709,6 +91813,16 @@ msgid "" "Draws particles on the [CanvasItem] pointed to by the [param item] [RID]." msgstr "在 [param item] [RID] 指向的 [CanvasItem] 上绘制粒子。" +msgid "" +"Draws a 2D polygon on the [CanvasItem] pointed to by the [param item] [RID]. " +"If you need more flexibility (such as being able to use bones), use [method " +"canvas_item_add_triangle_array] instead. See also [method CanvasItem." +"draw_polygon]." +msgstr "" +"在 [param item] [RID] 指向的 [CanvasItem] 上绘制一个 2D 多边形。如果你需要更" +"加灵活的设置(例如能够使用骨骼),请改用 [method " +"canvas_item_add_triangle_array]。另见 [method CanvasItem.draw_polygon]。" + msgid "" "Draws a 2D polyline on the [CanvasItem] pointed to by the [param item] " "[RID]. See also [method CanvasItem.draw_polyline]." @@ -88758,9 +91872,30 @@ msgstr "清除[CanvasItem]并删除其中的所有命令。" msgid "Sets the [CanvasItem] to copy a rect to the backbuffer." msgstr "设置 [CanvasItem] 以将矩形复制到后台缓冲区。" +msgid "" +"Sets the default texture filter mode for the canvas item specified by the " +"[param item] RID. Equivalent to [member CanvasItem.texture_filter]." +msgstr "" +"设置 RID 为 [param item] 的画布项的默认纹理过滤模式。等价于 [member " +"CanvasItem.texture_filter]。" + +msgid "" +"Sets the default texture repeat mode for the canvas item specified by the " +"[param item] RID. Equivalent to [member CanvasItem.texture_repeat]." +msgstr "" +"设置 RID 为 [param item] 的画布项的默认纹理重复模式。等价于 [member " +"CanvasItem.texture_repeat]。" + msgid "Sets the index for the [CanvasItem]." msgstr "设置 [CanvasItem] 的索引。" +msgid "" +"Sets the light [param mask] for the canvas item specified by the [param " +"item] RID. Equivalent to [member CanvasItem.light_mask]." +msgstr "" +"设置 RID 为 [param item] 的画布项的灯光掩码 [param mask]。等价于 [member " +"CanvasItem.light_mask]。" + msgid "" "Sets a parent [CanvasItem] to the [CanvasItem]. The item will inherit " "transform, modulation and visibility from its parent, like [CanvasItem] " @@ -88812,10 +91947,39 @@ msgid "" "Attaches the canvas light to the canvas. Removes it from its previous canvas." msgstr "将画布灯连接到画布上,并将其从以前的画布中取出。" +msgid "" +"Creates a canvas light and adds it to the RenderingServer. It can be " +"accessed with the RID that is returned. This RID will be used in all " +"[code]canvas_light_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"[b]Note:[/b] The equivalent node is [Light2D]." +msgstr "" +"创建画布灯光并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 " +"RID 会在所有 [code]canvas_light_*[/code] RenderingServer 函数中使用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"[b]注意:[/b]等价节点为 [Light2D]。" + msgid "" "Attaches a light occluder to the canvas. Removes it from its previous canvas." msgstr "将光遮挡物添加到画布上,并将其从之前的画布中移除。" +msgid "" +"Creates a light occluder and adds it to the RenderingServer. It can be " +"accessed with the RID that is returned. This RID will be used in all " +"[code]canvas_light_occluder_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"[b]Note:[/b] The equivalent node is [LightOccluder2D]." +msgstr "" +"创建光线遮挡器并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这" +"个 RID 会在所有 [code]canvas_light_occluder_*[/code] RenderingServer 函数中使" +"用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"[b]注意:[/b]等价节点为 [LightOccluder2D]。" + msgid "Enables or disables light occluder." msgstr "启用或禁用遮光器。" @@ -88904,6 +92068,21 @@ msgstr "" "设置将受此光影响的对象的 Z 范围。相当于 [member Light2D.range_z_min] 和 " "[member Light2D.range_z_max]。" +msgid "" +"Creates a new light occluder polygon and adds it to the RenderingServer. It " +"can be accessed with the RID that is returned. This RID will be used in all " +"[code]canvas_occluder_polygon_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"[b]Note:[/b] The equivalent resource is [OccluderPolygon2D]." +msgstr "" +"创建一个新的光线遮挡多边形并将其添加到 RenderingServer。可以通过返回的 RID 进" +"行访问。这个 RID 会在所有 [code]canvas_occluder_polygon_*[/code] " +"RenderingServer 函数中使用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"[b]注意:[/b]等价节点为 [OccluderPolygon2D]。" + msgid "" "Sets an occluder polygons cull mode. See [enum " "CanvasOccluderPolygonCullMode] constants." @@ -88920,6 +92099,14 @@ msgstr "画布项目的副本将以镜像的局部偏移量[Vector2]被绘制。 msgid "Modulates all colors in the given canvas." msgstr "调制给定画布中的所有颜色。" +msgid "" +"Sets the [member ProjectSettings.rendering/2d/shadow_atlas/size] to use for " +"[Light2D] shadow rendering (in pixels). The value is rounded up to the " +"nearest power of 2." +msgstr "" +"设置 [Light2D] 阴影渲染时使用的 [member ProjectSettings.rendering/2d/" +"shadow_atlas/size](单位为像素)。该值会向上取整到最接近的 2 的幂。" + msgid "" "Creates a RenderingDevice that can be used to do draw and compute operations " "on a separate thread. Cannot draw to the screen nor share data with the " @@ -88932,6 +92119,20 @@ msgstr "" "[b]注意:[/b]使用 OpenGL 后端或在无头模式下运行时,这个函数始终返回 " "[code]null[/code] 。" +msgid "" +"Sets the normal [param fade] in the decal specified by the [param decal] " +"RID. Equivalent to [member Decal.normal_fade]." +msgstr "" +"设置 RID 为 [param decal] 的贴花的法线淡出 [param fade]。等价于 [member " +"Decal.normal_fade]。" + +msgid "" +"Sets the [param size] of the decal specified by the [param decal] RID. " +"Equivalent to [member Decal.size]." +msgstr "" +"设置 RID 为 [param decal] 的贴花的大小 [param size]。等价于 [member Decal." +"size]。" + msgid "Sets the intensity of the background color." msgstr "设置背景颜色的强度。" @@ -89073,6 +92274,19 @@ msgstr "" "返回视频适配器的供应商(例如 \"NVIDIA Corporation\")。\n" "[b]注意:[/b]当运行精简或服务器可执行文件时,该函数返回一个空字符串。" +msgid "Removes the global shader uniform specified by [param name]." +msgstr "移除名称为 [param name] 的全局着色器 Uniform。" + +msgid "Sets the global shader uniform [param name] to [param value]." +msgstr "将名称为 [param name] 的全局着色器 Uniform 设置为 [param value]。" + +msgid "" +"Overrides the global shader uniform [param name] with [param value]. " +"Equivalent to the [ShaderGlobalsOverride] node." +msgstr "" +"使用 [param value] 覆盖名称为 [param name] 的全局着色器 Uniform。等价于 " +"[ShaderGlobalsOverride] 节点。" + msgid "" "Returns [code]true[/code] if changes have been made to the RenderingServer's " "data. [method force_draw] is usually called if this happens." @@ -89412,6 +92626,54 @@ msgstr "" "设置在给定时间内可见的实例的数量。如果是 -1,所有被分配的实例都会被画出来。相" "当于 [member MultiMesh.visible_instance_count]。" +msgid "" +"Creates a new omni light and adds it to the RenderingServer. It can be " +"accessed with the RID that is returned. This RID can be used in most " +"[code]light_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"To place in a scene, attach this omni light to an instance using [method " +"instance_set_base] using the returned RID.\n" +"[b]Note:[/b] The equivalent node is [OmniLight3D]." +msgstr "" +"创建一个新的全向灯并将其添加到 RenderingServer。可以使用返回的 RID 访问它。" +"该 RID 可用于大多数 [code]light_*[/code] RenderingServer 函数。\n" +"一旦使用 RID 完成操作后,需要使用 RenderingServer 的静态方法 [method " +"free_rid] 来释放该 RID。\n" +"要放置在场景中,请使用 [method instance_set_base] 使用该返回的 RID 将该全向灯" +"附加到一个实例。\n" +"[b]注意:[/b]等价节点为 [OmniLight3D]。" + +msgid "" +"Creates a GPU-based particle system and adds it to the RenderingServer. It " +"can be accessed with the RID that is returned. This RID will be used in all " +"[code]particles_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"To place in a scene, attach these particles to an instance using [method " +"instance_set_base] using the returned RID.\n" +"[b]Note:[/b] The equivalent nodes are [GPUParticles2D] and " +"[GPUParticles3D].\n" +"[b]Note:[/b] All [code]particles_*[/code] methods only apply to GPU-based " +"particles, not CPU-based particles. [CPUParticles2D] and [CPUParticles3D] do " +"not have equivalent RenderingServer functions available, as these use " +"[MultiMeshInstance2D] and [MultiMeshInstance3D] under the hood (see " +"[code]multimesh_*[/code] methods)." +msgstr "" +"创建基于 GPU 的粒子系统并将其添加到 RenderingServer。可以通过返回的 RID 进行" +"访问。这个 RID 会在所有 [code]particles_*[/code] RenderingServer 函数中使" +"用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"如果要将这个粒子系统放置到场景中,请使用返回的 RID 调用 [method " +"instance_set_base],将其附加至某个实例上。\n" +"[b]注意:[/b]等价节点为 [GPUParticles2D] 和 [GPUParticles3D]。\n" +"[b]注意:[/b]所有 [code]particles_*[/code] 方法都仅适用于基于 GPU 的粒子,不" +"适用于基于 CPU 的粒子。RenderingServer 中没有 [CPUParticles2D] 和 " +"[CPUParticles3D] 的等价函数,因为这两个节点底层使用的是 " +"[MultiMeshInstance2D] 和 [MultiMeshInstance3D](见 [code]multimesh_*[/code] " +"方法)。" + msgid "" "Calculates and returns the axis-aligned bounding box that contains all the " "particles. Equivalent to [method GPUParticles3D.capture_aabb]." @@ -89560,6 +92822,24 @@ msgstr "" "如果为 [code]true[/code],则粒子使用局部坐标。如果为 [code]false[/code] 则使" "用全局坐标。相当于 [member GPUParticles3D.local_coords]。" +msgid "" +"Creates a reflection probe and adds it to the RenderingServer. It can be " +"accessed with the RID that is returned. This RID will be used in all " +"[code]reflection_probe_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"To place in a scene, attach this reflection probe to an instance using " +"[method instance_set_base] using the returned RID.\n" +"[b]Note:[/b] The equivalent node is [ReflectionProbe]." +msgstr "" +"创建反射探针并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 " +"RID 会在所有 [code]reflection_probe_*[/code] RenderingServer 函数中使用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"如果要将这个反射探针放置到场景中,请使用返回的 RID 调用 [method " +"instance_set_base],将其附加至某个实例上。\n" +"[b]注意:[/b]等价节点为 [ReflectionProbe]。" + msgid "" "If [code]true[/code], reflections will ignore sky contribution. Equivalent " "to [member ReflectionProbe.interior]." @@ -89648,6 +92928,23 @@ msgstr "" "code],则该图像将使用线性插值的方式进行缩放。如果 [param use_filter] 为 " "[code]false[/code],则该图像将使用最近邻插值的方式进行缩放。" +msgid "" +"Creates an empty shader and adds it to the RenderingServer. It can be " +"accessed with the RID that is returned. This RID will be used in all " +"[code]shader_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"[b]Note:[/b] The equivalent resource is [Shader]." +msgstr "" +"创建空的着色器并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这" +"个 RID 会在所有 [code]shader_*[/code] RenderingServer 函数中使用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"[b]注意:[/b]等价资源为 [Shader]。" + +msgid "Returns a shader's source code as a string." +msgstr "以字符串形式返回着色器的源代码。" + msgid "" "Returns a default texture from a shader searched by name.\n" "[b]Note:[/b] If the sampler array is used use [param index] to access the " @@ -89656,6 +92953,16 @@ msgstr "" "返回着色器中的默认纹理,根据名称搜索。\n" "[b]注意:[/b]如果使用了采样器数组,请使用 [param index] 访问指定的纹理。" +msgid "" +"Returns the default value for the specified shader uniform. This is usually " +"the value written in the shader source code." +msgstr "返回指定着色器 Uniform 的默认值。通常是着色器源代码中编写的值。" + +msgid "" +"Sets the shader's source code (which triggers recompilation after being " +"changed)." +msgstr "设置着色器的源代码(更改后会出发重新编译)。" + msgid "" "Sets a shader's default texture. Overwrites the texture given by name.\n" "[b]Note:[/b] If the sampler array is used use [param index] to access the " @@ -89664,6 +92971,13 @@ msgstr "" "设置着色器的默认纹理。覆盖给定名称的纹理。\n" "[b]注意:[/b]使用采样器数组时,使用 [param index] 访问指定的纹理。" +msgid "" +"Sets the path hint for the specified shader. This should generally match the " +"[Shader] resource's [member Resource.resource_path]." +msgstr "" +"设置指定着色器路径提示。一般应该与 [Shader] 资源的 [member Resource." +"resource_path] 相匹配。" + msgid "Returns the [Transform3D] set for a specific bone of this skeleton." msgstr "返回该骨架中指定骨骼的 [Transform3D]。" @@ -89679,9 +92993,90 @@ msgstr "设置该骨架中指定骨骼的 [Transform2D]。" msgid "Returns the number of bones allocated for this skeleton." msgstr "返回分配给这个骨架的骨骼数量。" +msgid "" +"Creates a 2-dimensional texture and adds it to the RenderingServer. It can " +"be accessed with the RID that is returned. This RID will be used in all " +"[code]texture_2d_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"[b]Note:[/b] The equivalent resource is [Texture2D].\n" +"[b]Note:[/b] Not to be confused with [method RenderingDevice." +"texture_create], which creates the graphics API's own texture type as " +"opposed to the Godot-specific [Texture2D] resource." +msgstr "" +"创建二维纹理并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 " +"RID 会在所有 [code]texture_2d_*[/code] RenderingServer 函数中使用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"[b]注意:[/b]等价资源为 [Texture2D]。\n" +"[b]注意:[/b]请勿与 [method RenderingDevice.texture_create] 混淆,后者创建的" +"是图形 API 自己的纹理类型,并非 Godot 专属的 [Texture2D] 资源。" + +msgid "" +"Creates a 2-dimensional layered texture and adds it to the RenderingServer. " +"It can be accessed with the RID that is returned. This RID will be used in " +"all [code]texture_2d_layered_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"[b]Note:[/b] The equivalent resource is [TextureLayered]." +msgstr "" +"创建二维多层纹理并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这" +"个 RID 会在所有 [code]texture_2d_layered_*[/code] RenderingServer 函数中使" +"用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"[b]注意:[/b]等价资源为 [TextureLayered]。" + +msgid "" +"Creates a placeholder for a 2-dimensional layered texture and adds it to the " +"RenderingServer. It can be accessed with the RID that is returned. This RID " +"will be used in all [code]texture_2d_layered_*[/code] RenderingServer " +"functions, although it does nothing when used. See also [method " +"texture_2d_placeholder_create].\n" +"[b]Note:[/b] The equivalent resource is [PlaceholderTextureLayered]." +msgstr "" +"创建二维多层纹理的占位符并将其添加到 RenderingServer。可以通过返回的 RID 进行" +"访问。这个 RID 会在所有 [code]texture_2d_layered_*[/code] RenderingServer 函" +"数中使用,但使用时什么都不会发生。另见 [method " +"texture_2d_placeholder_create]。\n" +"[b]注意:[/b]等价资源为 [PlaceholderTextureLayered]。" + +msgid "" +"Creates a placeholder for a 2-dimensional layered texture and adds it to the " +"RenderingServer. It can be accessed with the RID that is returned. This RID " +"will be used in all [code]texture_2d_layered_*[/code] RenderingServer " +"functions, although it does nothing when used. See also [method " +"texture_2d_layered_placeholder_create]\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"[b]Note:[/b] The equivalent resource is [PlaceholderTexture2D]." +msgstr "" +"创建二维多层纹理的占位符并将其添加到 RenderingServer。可以通过返回的 RID 进行" +"访问。这个 RID 会在所有 [code]texture_2d_layered_*[/code] RenderingServer 函" +"数中使用,但使用时什么都不会发生。另见 [method " +"texture_2d_layered_placeholder_create]。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"[b]注意:[/b]等价资源为 [PlaceholderTexture2D]。" + +msgid "[b]Note:[/b] The equivalent resource is [Texture3D]." +msgstr "[b]注意:[/b]等价的资源是 [Texture3D]。" + msgid "Returns a texture [RID] that can be used with [RenderingDevice]." msgstr "返回可用于 [RenderingDevice] 的纹理 [RID]。" +msgid "" +"[i]Deprecated.[/i] As ProxyTexture was removed in Godot 4, this method does " +"nothing when called and always returns a null [RID]." +msgstr "" +"[i]已废弃。[/i]Godot 4 中已经移除 ProxyTexture,所以调用这个方法什么都不会发" +"生,始终返回空 [RID]。" + +msgid "" +"[i]Deprecated.[/i] ProxyTexture was removed in Godot 4, so this method " +"cannot be used anymore." +msgstr "[i]已废弃。[/i]Godot 4 中已经移除 ProxyTexture,所以不再使用这个方法。" + msgid "Sets a viewport's camera." msgstr "设置视图的相机。" @@ -89727,6 +93122,23 @@ msgstr "" "使用它可以带来显著的优化,尤其是在低端设备上。但是,这是以必须手动管理视口为" "代价的。进一步优化请参见 [method viewport_set_render_direct_to_screen]。" +msgid "" +"Creates an empty viewport and adds it to the RenderingServer. It can be " +"accessed with the RID that is returned. This RID will be used in all " +"[code]viewport_*[/code] RenderingServer functions.\n" +"Once finished with your RID, you will want to free the RID using the " +"RenderingServer's [method free_rid] method.\n" +"[b]Note:[/b] The equivalent node is [Viewport]." +msgstr "" +"创建空的视口并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 " +"RID 会在所有 [code]viewport_*[/code] RenderingServer 函数中使用。\n" +"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" +"放。\n" +"[b]注意:[/b]等价节点为 [Viewport]。" + +msgid "Returns the render target for the viewport." +msgstr "返回该视口的渲染目标。" + msgid "Returns the viewport's last rendered frame." msgstr "返回视口的最后渲染帧。" @@ -89830,6 +93242,17 @@ msgstr "" "在使用 FSR 放大时,AMD 建议将以下值,作为预设选项公开给用户:“超质量:" "0.77”、“质量:0.67”、“平衡:0.59”、“性能:0.5”,而不是公开整个比例。" +msgid "" +"Sets a viewport's scenario. The scenario contains information about " +"environment information, reflection atlas, etc." +msgstr "设置视口的场景。该场景包含环境、反射图集等信息。" + +msgid "Sets the viewport's screen-space antialiasing mode." +msgstr "使用视口的屏幕空间抗锯齿模式。" + +msgid "Sets the viewport's width and height in pixels." +msgstr "设置视口的宽度和高度,单位为像素。" + msgid "" "Affects the final texture sharpness by reading from a lower or higher mipmap " "(also called \"texture LOD bias\"). Negative values make mipmapped textures " @@ -89911,12 +93334,51 @@ msgstr "画布项目的最小 Z 层。" msgid "The maximum Z-layer for canvas items." msgstr "帆布项目的最大 Z 层。" +msgid "[i]Deprecated.[/i] This constant is unused." +msgstr "[i]已废弃。[/i]这个常量未使用。" + +msgid "Array of 2-dimensional textures (see [Texture2DArray])." +msgstr "二维纹理数组(见 [Texture2DArray])。" + +msgid "Cubemap texture (see [Cubemap])." +msgstr "立方体贴图纹理(见 [Cubemap])。" + +msgid "Array of cubemap textures (see [CubemapArray])." +msgstr "立方体贴图纹理数组(见 [CubemapArray])。" + +msgid "Left face of a [Cubemap]." +msgstr "[Cubemap] 的左面。" + +msgid "Right face of a [Cubemap]." +msgstr "[Cubemap] 的右面。" + +msgid "Bottom face of a [Cubemap]." +msgstr "[Cubemap] 的底面。" + +msgid "Top face of a [Cubemap]." +msgstr "[Cubemap] 的顶面。" + +msgid "Front face of a [Cubemap]." +msgstr "[Cubemap] 的正面。" + +msgid "Back face of a [Cubemap]." +msgstr "[Cubemap] 的背面。" + msgid "Shader is a 3D shader." msgstr "着色器是 3D 着色器。" msgid "Shader is a 2D shader." msgstr "着色器是 2D 着色器。" +msgid "Shader is a particle shader (can be used in both 2D and 3D)." +msgstr "着色器是粒子着色器(2D 和 3D 均可使用)。" + +msgid "Shader is a 3D sky shader." +msgstr "着色器是 3D 天空着色器。" + +msgid "Shader is a 3D fog shader." +msgstr "着色器是 3D 雾着色器。" + msgid "Represents the size of the [enum ShaderMode] enum." msgstr "代表 [enum ShaderMode] 枚举的大小。" @@ -89926,27 +93388,57 @@ msgstr "所有材质的最小渲染优先级。" msgid "The maximum renderpriority of all materials." msgstr "所有材质的最大渲染优先级。" +msgid "Array is a vertex position array." +msgstr "数组是顶点位置数组。" + msgid "Array is a normal array." msgstr "数组是法线数组。" msgid "Array is a tangent array." msgstr "数组是切线数组。" +msgid "Array is a vertex color array." +msgstr "数组是顶点颜色数组。" + msgid "Array is an UV coordinates array." msgstr "数组是 UV 坐标数组。" +msgid "Array is an UV coordinates array for the second set of UV coordinates." +msgstr "数组是第二组 UV 坐标的 UV 坐标数组。" + +msgid "Array is a custom data array for the first set of custom data." +msgstr "数组是第一组自定义数据的自定义数据数组。" + +msgid "Array is a custom data array for the second set of custom data." +msgstr "数组是第二组自定义数据的自定义数据数组。" + +msgid "Array is a custom data array for the third set of custom data." +msgstr "数组是第三组自定义数据的自定义数据数组。" + +msgid "Array is a custom data array for the fourth set of custom data." +msgstr "数组是第四组自定义数据的自定义数据数组。" + msgid "Array contains bone information." msgstr "数组包含骨骼信息。" msgid "Array is weight information." msgstr "数组是重量信息。" +msgid "Array is an index array." +msgstr "数组是索引数组。" + +msgid "Flag used to mark a vertex position array." +msgstr "用于标记顶点位置数组的标志。" + msgid "Flag used to mark a normal array." msgstr "用于标记法线数组的标志。" msgid "Flag used to mark a tangent array." msgstr "用于标记切线数组的标志。" +msgid "Flag used to mark a vertex color array." +msgstr "用于标记顶点颜色数组的标志。" + msgid "Flag used to mark an UV coordinates array." msgstr "用于标记 UV 坐标数组的标志。" @@ -90055,6 +93547,15 @@ msgstr "" "也更慢。各向异性的级别由 [member ProjectSettings.rendering/textures/" "default_filters/anisotropic_filtering_level] 定义。" +msgid "Directional (sun/moon) light (see [DirectionalLight3D])." +msgstr "方向(太阳/月亮)灯(见 [DirectionalLight3D])。" + +msgid "Omni light (see [OmniLight3D])." +msgstr "全向灯(见 [OmniLight3D])。" + +msgid "Spot light (see [SpotLight3D])." +msgstr "聚光灯(见 [SpotLight3D])。" + msgid "The light's energy multiplier." msgstr "该灯光的能量倍数。" @@ -90224,6 +93725,9 @@ msgstr "" "性。该乘数仅适用于 [member Light3D.light_size] 或 [member Light3D." "light_angular_distance] 为 [code]0.0[/code] 的灯光。" +msgid "Represents the size of the [enum ShadowQuality] enum." +msgstr "代表 [enum ShadowQuality] 枚举的大小。" + msgid "Reflection probe will update reflections once and then stop." msgstr "反射探针将更新一次反射,然后停止。" @@ -90232,6 +93736,9 @@ msgid "" "moving objects." msgstr "反射探针将每帧更新。这种模式对于捕捉移动物体是必要的。" +msgid "Represents the size of the [enum DecalTexture] enum." +msgstr "代表 [enum DecalTexture] 枚举的大小。" + msgid "" "Nearest-neighbor filter for decals (use for pixel art decals). No mipmaps " "are used for rendering, which means decals at a distance will look sharp but " @@ -90293,6 +93800,18 @@ msgstr "" "级别由 [member ProjectSettings.rendering/textures/default_filters/" "anisotropic_filtering_level] 定义。" +msgid "Low [VoxelGI] rendering quality using 4 cones." +msgstr "[VoxelGI] 较低渲染质量,使用 4 个锥体。" + +msgid "High [VoxelGI] rendering quality using 6 cones." +msgstr "[VoxelGI] 较高渲染质量,使用 6 个锥体。" + +msgid "2D particles." +msgstr "2D 粒子。" + +msgid "3D particles." +msgstr "3D 粒子。" + msgid "Draw particles in the order that they appear in the particles array." msgstr "按照粒子数组中出现的顺序绘制粒子。" @@ -90302,6 +93821,11 @@ msgstr "根据粒子的寿命对其进行分类。" msgid "Sort particles based on their distance to the camera." msgstr "根据粒子与相机的距离对其进行排序。" +msgid "" +"Represents the size of the [enum ParticlesCollisionHeightfieldResolution] " +"enum." +msgstr "代表 [enum ParticlesCollisionHeightfieldResolution] 枚举的大小。" + msgid "[FogVolume] will be shaped like an ellipsoid (stretched sphere)." msgstr "[FogVolume] 的形状类似于一个椭球体(拉伸的球体)。" @@ -90334,12 +93858,81 @@ msgid "" "culled." msgstr "[FogVolume] 将没有形状,将覆盖整个世界并且不会被剔除。" +msgid "Represents the size of the [enum FogVolumeShape] enum." +msgstr "代表 [enum FogVolumeShape] 枚举的大小。" + +msgid "" +"Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can " +"be set using [member Viewport.scaling_3d_scale]. Values less than [code]1.0[/" +"code] will result in undersampling while values greater than [code]1.0[/" +"code] will result in supersampling. A value of [code]1.0[/code] disables " +"scaling." +msgstr "" +"对视口的 3D 缓冲区使用双线性缩放。可以使用 [member Viewport." +"scaling_3d_scale] 设置缩放量。小于 [code]1.0[/code] 的值将导致欠采样,而大于 " +"[code]1.0[/code] 的值将导致超采样。[code]1.0[/code] 的值将禁用缩放。" + +msgid "" +"Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D " +"buffer. The amount of scaling can be set using [member Viewport." +"scaling_3d_scale]. Values less than [code]1.0[/code] will be result in the " +"viewport being upscaled using FSR. Values greater than [code]1.0[/code] are " +"not supported and bilinear downsampling will be used instead. A value of " +"[code]1.0[/code] disables scaling." +msgstr "" +"对视口的 3D 缓冲区使用 AMD FidelityFX 超分辨率 1.0 放大。可以使用 [member " +"Viewport.scaling_3d_scale] 设置缩放量。小于 [code]1.0[/code] 的值将导致使用 " +"FSR 放大视口。不支持大于 [code]1.0[/code] 的值,将改用双线性降采样。" +"[code]1.0[/code] 的值将禁用缩放。" + +msgid "Represents the size of the [enum ViewportScaling3DMode] enum." +msgstr "代表 [enum ViewportScaling3DMode] 枚举的大小。" + +msgid "Do not update the viewport's render target." +msgstr "不要更新视口的渲染目标。" + +msgid "" +"Update the viewport's render target once, then switch to [constant " +"VIEWPORT_UPDATE_DISABLED]." +msgstr "更新一次视口的渲染目标,然后切换到 [constant UPDATE_DISABLED]。" + +msgid "" +"Update the viewport's render target only when it is visible. This is the " +"default value." +msgstr "仅在渲染目标可见时更新视口的渲染目标。这是默认值。" + +msgid "Update the viewport's render target only when its parent is visible." +msgstr "仅在其父级可见时更新视口的渲染目标。" + +msgid "Always update the viewport's render target." +msgstr "始终更新视口的渲染目标。" + +msgid "Always clear the viewport's render target before drawing." +msgstr "绘制前始终清除视口的渲染目标。" + +msgid "Never clear the viewport's render target." +msgstr "永不清除视口的渲染目标。" + +msgid "" +"Clear the viewport's render target on the next frame, then switch to " +"[constant VIEWPORT_CLEAR_NEVER]." +msgstr "在下一帧清除视口的渲染目标,然后切换到 [constant CLEAR_MODE_NEVER]。" + msgid "Disable rendering of 3D environment over 2D canvas." msgstr "禁用在 2D 画布上渲染 3D 环境。" msgid "Enable rendering of 3D environment over 2D canvas." msgstr "启用在 2D 画布上渲染 3D 环境。" +msgid "Represents the size of the [enum ViewportEnvironmentMode] enum." +msgstr "代表 [enum ViewportEnvironmentMode] 枚举的大小。" + +msgid "Represents the size of the [enum ViewportSDFOversize] enum." +msgstr "代表 [enum ViewportSDFOversize] 枚举的大小。" + +msgid "Represents the size of the [enum ViewportSDFScale] enum." +msgstr "代表 [enum ViewportSDFScale] 枚举的大小。" + msgid "" "Multisample antialiasing for 3D is disabled. This is the default value, and " "also the fastest setting." @@ -90362,6 +93955,9 @@ msgstr "" "用于 3D 的多重采样抗锯齿,使用每个像素 8 个样本。这对性能有非常大的影响。可能" "在低端和较旧的硬件上不受支持。" +msgid "Represents the size of the [enum ViewportMSAA] enum." +msgstr "代表 [enum ViewportMSAA] 枚举的大小。" + msgid "Do not perform any antialiasing in the full screen post-process." msgstr "不要在全屏后处理中执行抗锯齿。" @@ -90375,6 +93971,9 @@ msgstr "" "间抗锯齿方法,速度很快,但会让图像变模糊,使用较低分辨率时尤为显著。1440p 和 " "4K 等较高分辨率下效果仍然不错。" +msgid "Represents the size of the [enum ViewportScreenSpaceAA] enum." +msgstr "代表 [enum ViewportScreenSpaceAA] 枚举的大小。" + msgid "Number of objects drawn in a single frame." msgstr "在单帧中绘制的对象的数量。" @@ -90387,6 +93986,9 @@ msgstr "此帧期间的绘制调用数。" msgid "Represents the size of the [enum ViewportRenderInfo] enum." msgstr "代表 [enum ViewportRenderInfo] 枚举的大小。" +msgid "Represents the size of the [enum ViewportRenderInfoType] enum." +msgstr "代表 [enum ViewportRenderInfoType] 枚举的大小。" + msgid "Debug draw is disabled. Default setting." msgstr "调试绘制被禁用。默认设置。" @@ -90599,6 +94201,17 @@ msgstr "" "最高质量的屏幕空间间接光照。使用可动态调整的自适应目标设置,以平滑地平衡性能" "和视觉质量。" +msgid "Represents the size of the [enum EnvironmentSDFGIRayCount] enum." +msgstr "代表 [enum EnvironmentSDFGIRayCount] 枚举的大小。" + +msgid "" +"Represents the size of the [enum EnvironmentSDFGIFramesToConverge] enum." +msgstr "代表 [enum EnvironmentSDFGIFramesToConverge] 枚举的大小。" + +msgid "" +"Represents the size of the [enum EnvironmentSDFGIFramesToUpdateLight] enum." +msgstr "代表 [enum EnvironmentSDFGIFramesToUpdateLight] 枚举的大小。" + msgid "" "Calculate the DOF blur using a box filter. The fastest option, but results " "in obvious lines in blur pattern." @@ -90646,6 +94259,9 @@ msgstr "该实例是一个 multimesh。" msgid "The instance is a particle emitter." msgstr "该实例是粒子发射器。" +msgid "The instance is a GPUParticles collision shape." +msgstr "该实例是 GPUParticles 碰撞形状。" + msgid "The instance is a light." msgstr "该实例是灯。" @@ -90661,6 +94277,15 @@ msgstr "该实例是 VoxelGI。" msgid "The instance is a lightmap." msgstr "该实例是光照贴图。" +msgid "The instance is an occlusion culling occluder." +msgstr "该实例是遮挡剔除遮挡器。" + +msgid "The instance is a visible on-screen notifier." +msgstr "该实例是屏幕可见通知器。" + +msgid "The instance is a fog volume." +msgstr "该实例是雾体积。" + msgid "Represents the size of the [enum InstanceType] enum." msgstr "代表 [enum InstanceType] 枚举的大小。" @@ -90841,6 +94466,133 @@ msgstr "画布遮挡器的剔除是顺时针的。" msgid "Culling of the canvas occluder is counterclockwise." msgstr "画布遮挡物的剔除是逆时针的。" +msgid "Boolean global shader parameter ([code]global uniform bool ...[/code])." +msgstr "布尔型全局着色器参数([code]global uniform bool ...[/code])。" + +msgid "" +"2-dimensional boolean vector global shader parameter ([code]global uniform " +"bvec2 ...[/code])." +msgstr "二维布尔向量全局着色器参数([code]global uniform bvec2 ...[/code])。" + +msgid "" +"3-dimensional boolean vector global shader parameter ([code]global uniform " +"bvec3 ...[/code])." +msgstr "三维布尔向量全局着色器参数([code]global uniform bvec3 ...[/code])。" + +msgid "" +"4-dimensional boolean vector global shader parameter ([code]global uniform " +"bvec4 ...[/code])." +msgstr "四维布尔向量全局着色器参数([code]global uniform bvec4 ...[/code])。" + +msgid "Integer global shader parameter ([code]global uniform int ...[/code])." +msgstr "整数全局着色器参数([code]global uniform int ...[/code])。" + +msgid "" +"2-dimensional integer vector global shader parameter ([code]global uniform " +"ivec2 ...[/code])." +msgstr "二维整数向量全局着色器参数([code]global uniform ivec2 ...[/code])。" + +msgid "" +"3-dimensional integer vector global shader parameter ([code]global uniform " +"ivec3 ...[/code])." +msgstr "三维整数向量全局着色器参数([code]global uniform ivec3 ...[/code])。" + +msgid "" +"4-dimensional integer vector global shader parameter ([code]global uniform " +"ivec4 ...[/code])." +msgstr "四维整数向量全局着色器参数([code]global uniform ivec4 ...[/code])。" + +msgid "" +"2-dimensional integer rectangle global shader parameter ([code]global " +"uniform ivec4 ...[/code]). Equivalent to [constant GLOBAL_VAR_TYPE_IVEC4] in " +"shader code, but exposed as a [Rect2i] in the editor UI." +msgstr "" +"二维整数矩形全局着色器参数([code]global uniform ivec4 ...[/code])。等价于着" +"色器代码中的 [constant GLOBAL_VAR_TYPE_IVEC4],但在编辑器 UI 中以 [Rect2i] 的" +"形式暴露。" + +msgid "" +"Unsigned integer global shader parameter ([code]global uniform uint ...[/" +"code])." +msgstr "无符号整数全局着色器参数([code]global uniform uint ...[/code])。" + +msgid "" +"2-dimensional unsigned integer vector global shader parameter ([code]global " +"uniform uvec2 ...[/code])." +msgstr "" +"二维无符号整数向量全局着色器参数([code]global uniform uvec2 ...[/code])。" + +msgid "" +"3-dimensional unsigned integer vector global shader parameter ([code]global " +"uniform uvec3 ...[/code])." +msgstr "" +"三维无符号整数向量全局着色器参数([code]global uniform uvec3 ...[/code])。" + +msgid "" +"4-dimensional unsigned integer vector global shader parameter ([code]global " +"uniform uvec4 ...[/code])." +msgstr "" +"四维无符号整数向量全局着色器参数([code]global uniform uvec4 ...[/code])。" + +msgid "" +"Single-precision floating-point global shader parameter ([code]global " +"uniform float ...[/code])." +msgstr "单精度浮点数全局着色器参数([code]global uniform float ...[/code])。" + +msgid "" +"2-dimensional floating-point vector global shader parameter ([code]global " +"uniform vec2 ...[/code])." +msgstr "" +"二维单精度浮点数向量全局着色器参数([code]global uniform vec2 ...[/code])。" + +msgid "" +"3-dimensional floating-point vector global shader parameter ([code]global " +"uniform vec3 ...[/code])." +msgstr "" +"三维单精度浮点数向量全局着色器参数([code]global uniform vec3 ...[/code])。" + +msgid "" +"4-dimensional floating-point vector global shader parameter ([code]global " +"uniform vec4 ...[/code])." +msgstr "" +"四维单精度浮点数向量全局着色器参数([code]global uniform vec4 ...[/code])。" + +msgid "" +"Color global shader parameter ([code]global uniform vec4 ...[/code]). " +"Equivalent to [constant GLOBAL_VAR_TYPE_VEC4] in shader code, but exposed as " +"a [Color] in the editor UI." +msgstr "" +"颜色全局着色器参数([code]global uniform vec4 ...[/code])。等价于着色器代码" +"中的 [constant GLOBAL_VAR_TYPE_VEC4],但在编辑器 UI 中以 [Color] 的形式暴露。" + +msgid "" +"2-dimensional floating-point rectangle global shader parameter ([code]global " +"uniform vec4 ...[/code]). Equivalent to [constant GLOBAL_VAR_TYPE_VEC4] in " +"shader code, but exposed as a [Rect2] in the editor UI." +msgstr "" +"二维浮点数矩形全局着色器参数([code]global uniform vec4 ...[/code])。等价于" +"着色器代码中的 [constant GLOBAL_VAR_TYPE_VEC4],但在编辑器 UI 中以 [Rect2] 的" +"形式暴露。" + +msgid "Represents the size of the [enum GlobalShaderParameterType] enum." +msgstr "代表 [enum GlobalShaderParameterType] 枚举的大小。" + +msgid "Texture memory used (in bytes)." +msgstr "纹理内存的使用量(单位为字节)。" + +msgid "Buffer memory used (in bytes)." +msgstr "缓冲内存的使用量(单位为字节)。" + +msgid "" +"Video memory used (in bytes). This is always greater than the sum of " +"[constant RENDERING_INFO_TEXTURE_MEM_USED] and [constant " +"RENDERING_INFO_BUFFER_MEM_USED], since there is miscellaneous data not " +"accounted for by those two metrics." +msgstr "" +"显存的使用量(单位为字节)。始终比 [constant " +"RENDERING_INFO_TEXTURE_MEM_USED] 与 [constant " +"RENDERING_INFO_BUFFER_MEM_USED] 的总和要大,因为这两项之外还有一些杂项数据。" + msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x." msgstr "硬件支持着色器。这个枚举目前在 Godot 3.x 中没有使用。" @@ -94502,6 +98254,16 @@ msgid "" "local variable." msgstr "该选项局限于代码补全查询的位置 - 例如局部变量。" +msgid "" +"The option is from the containing class or a parent class, relative to the " +"location of the code completion query. Perform a bitwise OR with the class " +"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " +"etc) to store the depth of an option in the class or a parent class." +msgstr "" +"该选项来自于所在的类或父类,相对于代码补全查询的位置。请使用类的深度进行按位 " +"OR(或)运算(例如 0 表示当前类,1 表示父类,2 表示父类的父类等),从而在当前" +"类或父类中存储选项的深度。" + msgid "" "The option is from user code which is not local and not in a derived class " "(e.g. Autoload Singletons)." @@ -95028,6 +98790,31 @@ msgid "" "the [RayCast2D] node." msgstr "用于物理碰撞扫描和即时重叠查询的节点。类似于 [RayCast2D] 节点。" +msgid "" +"Shape casting allows to detect collision objects by sweeping the [member " +"shape] along the cast direction determined by [member target_position] " +"(useful for things like beam weapons).\n" +"Immediate collision overlaps can be done with the [member target_position] " +"set to [code]Vector2(0, 0)[/code] and by calling [method " +"force_shapecast_update] within the same [b]physics frame[/b]. This also " +"helps to overcome some limitations of [Area2D] when used as a continuous " +"detection area, often requiring waiting a couple of frames before collision " +"information is available to [Area2D] nodes, and when using the signals " +"creates unnecessary complexity.\n" +"The node can detect multiple collision objects, but it's usually used to " +"detect the first collision.\n" +"[b]Note:[/b] shape casting is more computationally expensive compared to ray " +"casting." +msgstr "" +"形状投射能够让 [member shape] 沿着投射方向扫过,检测途中碰撞到的对象,投射方" +"向由 [member target_position] 决定(可用于类似激光武器的东西)。\n" +"要原地检测碰撞重叠,可以将 [member target_position] 设置为 [code]Vector2(0, " +"0)[/code] 并在同一[b]物理帧[/b]中调用 [method force_shapecast_update]。这样也" +"能克服将 [Area2D] 用于连续碰撞检测的一些限制,[Area2D] 节点通常需要等待几帧才" +"能获取碰撞信息,而使用信号则会产生不必要的复杂度。\n" +"这个节点可以检测到多个碰撞对象,但通常只用于检测第一次碰撞。\n" +"[b]注意:[/b]形状投射所需的计算量比光线投射更大。" + msgid "" "Adds a collision exception so the shape does not report collisions with the " "specified [CollisionObject2D] node." @@ -95163,6 +98950,31 @@ msgid "" "the [RayCast3D] node." msgstr "用于物理碰撞扫描和即时重叠查询的节点。类似于 [RayCast3D] 节点。" +msgid "" +"Shape casting allows to detect collision objects by sweeping the [member " +"shape] along the cast direction determined by [member target_position] " +"(useful for things like beam weapons).\n" +"Immediate collision overlaps can be done with the [member target_position] " +"set to [code]Vector3(0, 0, 0)[/code] and by calling [method " +"force_shapecast_update] within the same [b]physics frame[/b]. This also " +"helps to overcome some limitations of [Area3D] when used as a continuous " +"detection area, often requiring waiting a couple of frames before collision " +"information is available to [Area3D] nodes, and when using the signals " +"creates unnecessary complexity.\n" +"The node can detect multiple collision objects, but it's usually used to " +"detect the first collision.\n" +"[b]Note:[/b] Shape casting is more computationally expensive compared to ray " +"casting." +msgstr "" +"形状投射能够让 [member shape] 沿着投射方向扫过,检测途中碰撞到的对象,投射方" +"向由 [member target_position] 决定(可用于类似激光武器的东西)。\n" +"要原地检测碰撞重叠,可以将 [member target_position] 设置为 [code]Vector3(0, " +"0, 0)[/code] 并在同一[b]物理帧[/b]中调用 [method force_shapecast_update]。这" +"样也能克服将 [Area2D] 用于连续碰撞检测的一些限制,[Area3D] 节点通常需要等待几" +"帧才能获取碰撞信息,而使用信号则会产生不必要的复杂度。\n" +"这个节点可以检测到多个碰撞对象,但通常只用于检测第一次碰撞。\n" +"[b]注意:[/b]形状投射所需的计算量比光线投射更大。" + msgid "" "Adds a collision exception so the shape does not report collisions with the " "specified [CollisionObject3D] node." @@ -96136,6 +99948,46 @@ msgid "" "reach a target." msgstr "使用 FABRIK 操纵一系列 [Bone2D] 到达某个目标的修改器。" +msgid "" +"This [SkeletonModification2D] uses an algorithm called Forward And Backward " +"Reaching Inverse Kinematics, or FABRIK, to rotate a bone chain so that it " +"reaches a target.\n" +"FABRIK works by knowing the positions and lengths of a series of bones, " +"typically called a \"bone chain\". It first starts by running a forward " +"pass, which places the final bone at the target's position. Then all other " +"bones are moved towards the tip bone, so they stay at the defined bone " +"length away. Then a backwards pass is performed, where the root/first bone " +"in the FABRIK chain is placed back at the origin. Then all other bones are " +"moved so they stay at the defined bone length away. This positions the bone " +"chain so that it reaches the target when possible, but all of the bones stay " +"the correct length away from each other.\n" +"Because of how FABRIK works, it often gives more natural results than those " +"seen in [SkeletonModification2DCCDIK]. FABRIK also supports angle " +"constraints, which are fully taken into account when solving.\n" +"[b]Note:[/b] The FABRIK modifier has [code]fabrik_joints[/code], which are " +"the data objects that hold the data for each joint in the FABRIK chain. This " +"is different from [Bone2D] nodes! FABRIK joints hold the data needed for " +"each [Bone2D] in the bone chain used by FABRIK.\n" +"To help control how the FABRIK joints move, a magnet vector can be passed, " +"which can nudge the bones in a certain direction prior to solving, giving a " +"level of control over the final result." +msgstr "" +"这种 [SkeletonModification2D] 使用的是名为前后延伸反向运动学(Forward And " +"Backward Reaching Inverse Kinematics)的算法,即 FABRIK,能够对一条骨骼链进行" +"旋转,从而抵达目标。\n" +"FABRIK 需要先拿到一系列骨骼的位置和长度,这组骨骼通常称作“骨骼链”。它首先会做" +"一次向前处理,将最终的骨骼放置在目标的位置。然后让所有其他骨骼朝尖端骨骼移" +"动,恢复原有的骨骼长度。然后再做一次向后处理,将 FABRIK 链中的根/第一根骨骼放" +"回原点。然后移动所有其他骨骼,恢复原有的骨骼长度。这样就尽可能地让骨骼链抵达" +"了目标,并且所有骨骼之间的长度仍然为正确的长度。\n" +"由于 FABRIK 的工作原理,它通常比 [SkeletonModification2DCCDIK] 得到的结果更加" +"自然。FABRIK 还支持角度约束,在求解过程中会完全遵守这些约束。\n" +"[b]注意:[/b]FABRIK 修改器具有关节属性 [code]fabrik_joints[/code],里面是存" +"放 FABRIK 链中各个关节数据的数据对象。关节和 [Bone2D] 是两码事!FABRIK 关节存" +"放的是 FABRIK 所使用的骨骼链中每根 [Bone2D] 所需的数据。\n" +"可以传入磁铁向量来帮助控制 FABRIK 关节的移动,会在求解前让骨骼朝某个方向做略" +"微的移动,对最终结果进行微调。" + msgid "" "Returns the [Bone2D] node assigned to the FABRIK joint at [param joint_idx]." msgstr "返回分配给位于 [param joint_idx] 的 FABRIK 关节的 [Bone2D] 节点。" @@ -96453,6 +100305,13 @@ msgstr "" "的 [PhysicalBone2D] 节点,这允许 [Bone2D] 节点对物理做出反应。\n" "实验性的。物理骨骼在未来可能会被改变,以便自行执行 [Bone2D] 的位置更新。" +msgid "" +"Empties the list of [PhysicalBone2D] nodes and populates it with all " +"[PhysicalBone2D] nodes that are children of the [Skeleton2D]." +msgstr "" +"清空 [PhysicalBone2D] 节点列表,并使用该 [Skeleton2D] 节点的所有 " +"[PhysicalBone2D] 子节点填充该列表。" + msgid "Returns the [PhysicalBone2D] node at [param joint_idx]." msgstr "返回位于 [param joint_idx] 的 [PhysicalBone2D] 节点。" @@ -101687,6 +105546,13 @@ msgid "" msgstr "" "设置所有选项卡应被限制的最大宽度。如果设置为 [code]0[/code],则无限制。" +msgid "" +"If [code]true[/code], the tab offset will be changed to keep the currently " +"selected tab visible." +msgstr "" +"如果为 [code]true[/code],则会更改选项卡偏移量,从而保持当前选中的选项卡可" +"见。" + msgid "" "if [code]true[/code], the mouse's scroll wheel can be used to navigate the " "scroll view." @@ -103888,6 +107754,33 @@ msgstr "" msgid "Returns [code]true[/code] if locale is right-to-left." msgstr "如果区域设置为从右至左,则返回 [code]true[/code]。" +msgid "" +"Returns [code]true[/code] if [param string] is a valid identifier.\n" +"If the text server supports the [constant FEATURE_UNICODE_IDENTIFIERS] " +"feature, a valid identifier must:\n" +"- Conform to normalization form C.\n" +"- Begin with a Unicode character of class XID_Start or [code]\"_\"[/code].\n" +"- May contain Unicode characters of class XID_Continue in the other " +"positions.\n" +"- Use UAX #31 recommended scripts only (mixed scripts are allowed).\n" +"If the [constant FEATURE_UNICODE_IDENTIFIERS] feature is not supported, a " +"valid identifier must:\n" +"- Begin with a Unicode character of class XID_Start or [code]\"_\"[/code].\n" +"- May contain Unicode characters of class XID_Continue in the other " +"positions." +msgstr "" +"如果 [param string] 为有效的标识符,则返回 [code]true[/code]。\n" +"如果文字服务器支持 [constant FEATURE_UNICODE_IDENTIFIERS] 特性,则有效的标识" +"符必须:\n" +"- 遵循 C 范式。\n" +"- 开头是 XID_Start 类的 Unicode 字符或 [code]\"_\"[/code]。\n" +"- 其他位置可以包含 XID_Continue 类的 Unicode 字符。\n" +"- 仅使用 UAX #31 推荐的文字(允许混合文字)。\n" +"如果不支持 [constant FEATURE_UNICODE_IDENTIFIERS] 特性,则有效的标识符必" +"须:\n" +"- 开头是 XID_Start 类的 Unicode 字符或 [code]\"_\"[/code]。\n" +"- 其他位置可以包含 XID_Continue 类的 Unicode 字符。" + msgid "" "Loads optional TextServer database (e.g. ICU break iterators and " "dictionaries).\n" @@ -104658,6 +108551,46 @@ msgstr "" "文本服务器,使用 HarfBuzz、ICU 和 SIL Graphite 来支持 BiDi、复杂排版和上下文 " "OpenType 特性。" +msgid "A dummy text server that can't render text or manage fonts." +msgstr "虚设的文本服务器,无法渲染文本或管理字体。" + +msgid "" +"A dummy [TextServer] interface that doesn't do anything. Useful for freeing " +"up memory when rendering text is not needed, as text servers are resource-" +"intensive. It can also be used for performance comparisons in complex GUIs " +"to check the impact of text rendering.\n" +"A dummy text server is always available at the start of a project. Here's " +"how to access it:\n" +"[codeblock]\n" +"var dummy_text_server = TextServerManager.find_interface(\"Dummy\")\n" +"if dummy_text_server != null:\n" +" TextServerManager.set_primary_interface(dummy_text_server)\n" +" # If the other text servers are unneeded, they can be removed:\n" +" for i in TextServerManager.get_interface_count():\n" +" var text_server = TextServerManager.get_interface(i)\n" +" if text_server != dummy_text_server:\n" +" TextServerManager.remove_interface(text_server)\n" +"[/codeblock]\n" +"The command line argument [code]--text-driver Dummy[/code] (case-sensitive) " +"can be used to force the \"Dummy\" [TextServer] on any project." +msgstr "" +"虚设的 [TextServer] 接口,不做任何事情。可以在不需要渲染文本时释放内存,因为" +"文本服务器极其消耗资源。也可以用来比较复杂 GUI 的性能,检查文本渲染带来的影" +"响。\n" +"虚设的文本服务器在项目开始后始终可用。访问方法如下:\n" +"[codeblock]\n" +"var dummy_text_server = TextServerManager.find_interface(\"Dummy\")\n" +"if dummy_text_server != null:\n" +" TextServerManager.set_primary_interface(dummy_text_server)\n" +" # 如果不需要其他文本服务器,就可以移除:\n" +" for i in TextServerManager.get_interface_count():\n" +" var text_server = TextServerManager.get_interface(i)\n" +" if text_server != dummy_text_server:\n" +" TextServerManager.remove_interface(text_server)\n" +"[/codeblock]\n" +"可以使用命令行参数 [code]--text-driver Dummy[/code](大小写敏感)来强制项目使" +"用“Dummy(虚设)”[TextServer]。" + msgid "Base class for TextServer custom implementations (plugins)." msgstr "TextServer 自定义实现(插件)的基类。" @@ -105088,6 +109021,9 @@ msgstr "" msgid "Called when the [TextureLayered]'s format is queried." msgstr "查询该 [TextureLayered] 的格式时被调用。" +msgid "Called when the [TextureLayered]'s height is queried." +msgstr "查询该 [TextureLayered] 的高度时被调用。" + msgid "Called when the data for a layer in the [TextureLayered] is queried." msgstr "查询该 [TextureLayered] 中某一层的数据时被调用。" @@ -107033,6 +110969,17 @@ msgstr "" "[param to_position] 为 -1,则会将其添加到数组的末尾。\n" "物理层能够为图集图块分配碰撞多边形。" +msgid "" +"Adds a [TileSetSource] to the TileSet. If [param atlas_source_id_override] " +"is not -1, also set its source ID. Otherwise, a unique identifier is " +"automatically generated.\n" +"The function returns the added source ID or -1 if the source could not be " +"added." +msgstr "" +"在 TileSet 中添加 [TileSetSource]。如果 [param atlas_source_id_override] 不" +"为 -1,则还会设置其源 ID。否则会自动生成唯一标识符。\n" +"函数返回添加的源 ID,如果无法添加源则返回 -1。" + msgid "" "Adds a new terrain to the given terrain set [param terrain_set] at the given " "position [param to_position] in the array. If [param to_position] is -1, " @@ -107376,6 +111323,23 @@ msgstr "设置给定 TileSet 物理层中物体的物理材质。" msgid "Changes a source's ID." msgstr "更改源的 ID。" +msgid "" +"Creates a source-level proxy for the given source ID. A proxy will map set " +"of tile identifiers to another set of identifiers. Both the atlas " +"coordinates ID and the alternative tile ID are kept the same when using " +"source-level proxies.\n" +"This can be used to replace a source in all TileMaps using this TileSet, as " +"TileMap nodes will find and use the proxy's target source when one is " +"available.\n" +"Proxied tiles can be automatically replaced in TileMap nodes using the " +"editor." +msgstr "" +"为给定的源 ID 创建源级代理。代理会将一组图块标识符映射到另一组标识符。使用源" +"级代理时,图集坐标 ID 和备选图块 ID 均保持不变。\n" +"可以用来替换使用此 TileSet 的所有 TileMap 中的某个源,因为 TileMap 节点将在目" +"标源可用时找到并使用代理的目标源。\n" +"可以使用编辑器自动替换 TileMap 节点中的代理图块。" + msgid "" "Sets a terrain's color. This color is used for identifying the different " "terrains in the TileSet editor." @@ -108263,6 +112227,21 @@ msgstr "星期六,使用数字 [code]6[/code] 表示。" msgid "A countdown timer." msgstr "倒数计时器。" +msgid "" +"Counts down a specified interval and emits a signal on reaching 0. Can be " +"set to repeat or \"one-shot\" mode.\n" +"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher " +"scale means quicker timeouts, and vice versa.\n" +"[b]Note:[/b] To create a one-shot timer without instantiating a node, use " +"[method SceneTree.create_timer]." +msgstr "" +"使用指定的间隔进行倒计时,并在到达 0 时发出信号。可以设置为重复或“一次性”模" +"式。\n" +"[b]注意:[/b]计时器会受到 [member Engine.time_scale] 的影响,缩放值越高超时越" +"快,反之亦然。\n" +"[b]注意:[/b]如果想要创建一次性定时器,不实例化节点,请使用 [method " +"SceneTree.create_timer]。" + msgid "Returns [code]true[/code] if the timer is stopped." msgstr "如果定时器被停止,返回 [code]true[/code]。" @@ -113001,6 +116980,22 @@ msgstr "" "print(Vector2i(10, -20) % Vector2i(7, 8)) # 输出 \"(3, -4)\"\n" "[/codeblock]" +msgid "" +"Gets the remainder of each component of the [Vector2i] with the given [int]. " +"This operation uses truncated division, which is often not desired as it " +"does not work well with negative numbers. Consider using [method " +"@GlobalScope.posmod] instead if you want to handle negative numbers.\n" +"[codeblock]\n" +"print(Vector2i(10, -20) % 7) # Prints \"(3, -6)\"\n" +"[/codeblock]" +msgstr "" +"获取该 [Vector2i] 的每个分量与给定的 [int] 的余数。这个运算使用的是截断式除" +"法,因为对负数不友好,所以通常不会想要使用。如果你想要处理负数,请考虑改用 " +"[method @GlobalScope.posmod]。\n" +"[codeblock]\n" +"print(Vector2i(10, -20) % 7) # 输出 \"(3, -6)\"\n" +"[/codeblock]" + msgid "" "Multiplies each component of the [Vector2i] by the components of the given " "[Vector2i].\n" @@ -113479,6 +117474,22 @@ msgstr "" "print(Vector3i(10, -20, 30) % Vector3i(7, 8, 9)) # 输出 \"(3, -4, 3)\"\n" "[/codeblock]" +msgid "" +"Gets the remainder of each component of the [Vector3i] with the given [int]. " +"This operation uses truncated division, which is often not desired as it " +"does not work well with negative numbers. Consider using [method " +"@GlobalScope.posmod] instead if you want to handle negative numbers.\n" +"[codeblock]\n" +"print(Vector3i(10, -20, 30) % 7) # Prints \"(3, -6, 2)\"\n" +"[/codeblock]" +msgstr "" +"获取该 [Vector3i] 的每个分量与给定的 [int] 的余数。这个运算使用的是截断式除" +"法,因为对负数不友好,所以通常不会想要使用。如果你想要处理负数,请考虑改用 " +"[method @GlobalScope.posmod]。\n" +"[codeblock]\n" +"print(Vector3i(10, -20, 30) % 7) # 输出 \"(3, -6, 2)\"\n" +"[/codeblock]" + msgid "" "Multiplies each component of the [Vector3i] by the components of the given " "[Vector3i].\n" @@ -114773,6 +118784,14 @@ msgid "" "editing this [Viewport]'s layers." msgstr "设置或清除碰撞掩码上的比特位。可以简化 [Viewport] 层的编辑。" +msgid "" +"Stops the input from propagating further down the [SceneTree].\n" +"[b]Note:[/b] This does not affect the methods in [Input], only the way " +"events are propagated." +msgstr "" +"让输入停止继续沿着 [SceneTree] 向下传播。\n" +"[b]注意:[/b]不会影响 [Input] 中的方法,只会影响事件的传播。" + msgid "" "Sets the number of subdivisions to use in the specified quadrant. A higher " "number of subdivisions allows you to have more shadows in the scene at once, " @@ -114866,6 +118885,21 @@ msgid "" "perfectly." msgstr "如果为 [code]true[/code],该视口上的 GUI 控件将完美地放置像素。" +msgid "" +"If [code]true[/code], this viewport will mark incoming input events as " +"handled by itself. If [code]false[/code], this is instead done by the first " +"parent viewport that is set to handle input locally.\n" +"A [SubViewportContainer] will automatically set this property to " +"[code]false[/code] for the [Viewport] contained inside of it.\n" +"See also [method set_input_as_handled] and [method is_input_handled]." +msgstr "" +"如果为 [code]true[/code],则这个视口会把收到的输入事件标记为已被自身处理。如" +"果为 [code]false[/code],则由第一个设置本地处理输入的父级视口进行这样的操" +"作。\n" +"[SubViewportContainer] 会自动将其包含的 [Viewport] 的这个属性设置为 " +"[code]false[/code]。\n" +"另见 [method set_input_as_handled] 和 [method is_input_handled]。" + msgid "" "The automatic LOD bias to use for meshes rendered within the [Viewport] " "(this is analogous to [member ReflectionProbe.mesh_lod_threshold]). Higher " @@ -115193,6 +119227,29 @@ msgid "" "Represents the size of the [enum PositionalShadowAtlasQuadrantSubdiv] enum." msgstr "代表 [enum PositionalShadowAtlasQuadrantSubdiv] 枚举的大小。" +msgid "" +"Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can " +"be set using [member scaling_3d_scale]. Values less than [code]1.0[/code] " +"will result in undersampling while values greater than [code]1.0[/code] will " +"result in supersampling. A value of [code]1.0[/code] disables scaling." +msgstr "" +"对该视口的 3D 缓冲区使用双线性缩放。缩放的程度可以使用 [member " +"scaling_3d_scale] 设置。小于 [code]1.0[/code] 的值会产生欠采样的效果,大于 " +"[code]1.0[/code] 会产生超采样的效果。值为 [code]1.0[/code] 时禁用缩放。" + +msgid "" +"Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D " +"buffer. The amount of scaling can be set using [member scaling_3d_scale]. " +"Values less than [code]1.0[/code] will be result in the viewport being " +"upscaled using FSR. Values greater than [code]1.0[/code] are not supported " +"and bilinear downsampling will be used instead. A value of [code]1.0[/code] " +"disables scaling." +msgstr "" +"对该视口的 3D 缓冲区使用 AMD FidelityFX 超分辨率 1.0 升采样技术。缩放的程度可" +"以使用 [member scaling_3d_scale] 设置。小于 [code]1.0[/code] 的值会使用 FSR " +"进行放大。不支持大于 [code]1.0[/code] 的值,会改用双线性降采样。值为 " +"[code]1.0[/code] 时禁用缩放。" + msgid "Represents the size of the [enum Scaling3DMode] enum." msgstr "代表 [enum Scaling3DMode] 枚举的大小。" @@ -115313,6 +119370,24 @@ msgstr "代表 [enum VRSMode] 枚举的大小。" msgid "Texture which displays the content of a [Viewport]." msgstr "显示 [Viewport] 内容的纹理。" +msgid "" +"Displays the content of a [Viewport] node as a dynamic [Texture2D]. This can " +"be used to mix controls, 2D, and 3D elements in the same scene.\n" +"To create a ViewportTexture in code, use the [method Viewport.get_texture] " +"method on the target viewport.\n" +"[b]Note:[/b] When local to scene, this texture uses [method Resource." +"setup_local_to_scene] to set the proxy texture and flags in the local " +"viewport. Local to scene viewport textures will return incorrect data until " +"the scene root is ready (see [signal Node.ready])." +msgstr "" +"将 [Viewport] 节点的内容显示为一个动态 [Texture2D]。可用于在同一场景中混合控" +"件、2D 和 3D 元素。\n" +"要在代码中创建 ViewportTexture,请在目标视口上使用 [method Viewport." +"get_texture] 方法。\n" +"[b]注意:[/b]当局部于场景时,该纹理使用 [method Resource." +"setup_local_to_scene] 在局部视口中设置代理纹理和标志。局部于场景的视口纹理在" +"场景根节点就绪前返回的是不正确的数据(见 [signal Node.ready])。" + msgid "Automatically disables another node if not visible on screen." msgstr "某个节点在屏幕上不可见时自动禁用该节点。" @@ -115526,6 +119601,23 @@ msgstr "" "基于 [param value],启用或禁用 [member layers] 中的指定层,该层由一个介于 1 " "和 20 之间的给定 [param layer_number] 指定。" +msgid "" +"The render layer(s) this [VisualInstance3D] is drawn on.\n" +"This object will only be visible for [Camera3D]s whose cull mask includes " +"any of the render layers this [VisualInstance3D] is set to.\n" +"For [Light3D]s, this can be used to control which [VisualInstance3D]s are " +"affected by a specific light. For [GPUParticles3D], this can be used to " +"control which particles are effected by a specific attractor. For [Decal]s, " +"this can be used to control which [VisualInstance3D]s are affected by a " +"specific decal." +msgstr "" +"这个 [VisualInstance3D] 要绘制到的渲染层。\n" +"[Camera3D] 的剔除掩码包含这个 [VisualInstance3D] 所设置的任何渲染层时,这个对" +"象才在该相机中可见。\n" +"对于 [Light3D],可以用于控制指定的灯光能够影响哪些 [VisualInstance3D]。对于 " +"[GPUParticles3D],可以用于控制哪些粒子受到吸引器的影响。对于 [Decal],可以用" +"于控制哪些 [VisualInstance3D] 受到指定贴花的影响。" + msgid "" "The amount by which the depth of this [VisualInstance3D] will be adjusted " "when sorting by depth. Uses the same units as the engine (which are " @@ -117962,6 +122054,13 @@ msgstr "设置纹理过滤模式。选项见 [enum TextureFilter]。" msgid "Sets the texture repeating mode. See [enum TextureRepeat] for options." msgstr "设置纹理重复模式。选项见 [enum TextureRepeat]。" +msgid "" +"Sets the texture source mode. Used for reading from the screen, depth, or " +"normal_roughness texture. See [enum TextureSource] for options." +msgstr "" +"设置纹理源的模式。用于读取 screen(屏幕)、depth(深度)或 normal_roughness" +"(法线粗糙度)纹理。选项见 [enum TextureSource]。" + msgid "" "Adds [code]source_color[/code] as hint to the uniform declaration for proper " "sRGB to linear conversion." @@ -120988,6 +125087,18 @@ msgstr "" "不会在系统窗口管理器的窗口列表中显示为单独的窗口,并且会在单击它们之外的任何" "位置时发送关闭请求(除非启用了 [member exclusive])。" +msgid "" +"The window's position in pixels.\n" +"If [member ProjectSettings.display/window/subwindows/embed_subwindows] is " +"[code]false[/code], the position is in absolute screen coordinates. This " +"typically applies to editor plugins. If the setting is [code]false[/code], " +"the window's position is in the coordinates of its parent [Viewport]." +msgstr "" +"该窗口的位置,单位为像素。\n" +"如果 [member ProjectSettings.display/window/subwindows/embed_subwindows] 为 " +"[code]false[/code],则该位置使用屏幕绝对坐标。通常适用于编辑器插件。如果该设" +"置项为 [code]false[/code],则该窗口的位置使用其父 [Viewport] 中的坐标。" + msgid "The window's size in pixels." msgstr "该窗口的大小,单位为像素。" @@ -121214,6 +125325,15 @@ msgstr "" "此,在启用全屏模式之前,请确保你的项目支持[url=$DOCS_URL/tutorials/rendering/" "multiple_resolutions.html]多分辨率[/url]。" +msgid "" +"The window can't be resized by dragging its resize grip. It's still possible " +"to resize the window using [member size]. This flag is ignored for full " +"screen windows. Set with [member unresizable]." +msgstr "" +"该窗口不能通过拖动其调整大小的手柄来调整大小。仍然可以使用 [member size] 来调" +"整窗口的大小。这个标志对于全屏窗口来说是被忽略的。用 [member unresizable] 设" +"置。" + msgid "" "The window do not have native title bar and other decorations. This flag is " "ignored for full-screen windows. Set with [member borderless]." @@ -121246,6 +125366,19 @@ msgstr "" "该窗口无法被聚焦。无焦点窗口会忽略除鼠标点击之外的所有输入。由 [member " "unfocusable] 设置。" +msgid "" +"Window is part of menu or [OptionButton] dropdown. This flag can't be " +"changed when the window is visible. An active popup window will exclusively " +"receive all input, without stealing focus from its parent. Popup windows are " +"automatically closed when uses click outside it, or when an application is " +"switched. Popup window must have transient parent set (see [member " +"transient])." +msgstr "" +"窗口为菜单或 [OptionButton] 下来菜单的一部分。窗口可见时无法更改这个标志。活" +"动的弹出窗口会以独占的形式接收所有输入,但不会从其父窗口窃取焦点。用户在区域" +"外点击或切换应用程序时,弹出窗口会自动关闭。弹出窗口必须设置临时父级(见 " +"[member transient])。" + msgid "" "Window content is expanded to the full size of the window. Unlike borderless " "window, the frame is left intact and can be used to resize the window, title " @@ -121541,6 +125674,20 @@ msgstr "" msgid "An X509 certificate (e.g. for TLS)." msgstr "X509 证书(例如用于 TLS)。" +msgid "" +"The X509Certificate class represents an X509 certificate. Certificates can " +"be loaded and saved like any other [Resource].\n" +"They can be used as the server certificate in [method StreamPeerTLS." +"accept_stream] (along with the proper [CryptoKey]), and to specify the only " +"certificate that should be accepted when connecting to a TLS server via " +"[method StreamPeerTLS.connect_to_stream]." +msgstr "" +"X509Certificate 类代表 X509 证书。证书可以像其他的 [Resource] 资源一样加载和" +"保存。\n" +"可以用作 [method StreamPeerTLS.accept_stream] 中的服务器证书(搭配正确的 " +"[CryptoKey]),也可以用于指定通过 [method StreamPeerTLS.connect_to_stream] 连" +"接到 TLS 服务器时应该接受的唯一证书。" + msgid "Loads a certificate from [param path] (\"*.crt\" file)." msgstr "从路径 [param path] 加载证书(“*.crt”文件)。" @@ -121870,6 +126017,18 @@ msgstr "" "如果支持,返回我们的跟踪状态。这将使你能够向用户反馈,是否存在位置跟踪的问" "题。" +msgid "" +"Returns the transform for a view/eye.\n" +"[param view] is the view/eye index.\n" +"[param cam_transform] is the transform that maps device coordinates to scene " +"coordinates, typically the [member Node3D.global_transform] of the current " +"XROrigin3D." +msgstr "" +"返回视图/眼睛的变换。\n" +"[param view] 是视图/眼睛的索引。\n" +"[param cam_transform] 是将设备坐标映射至场景坐标的变换,通常是当前 " +"XROrigin3D 的 [member Node3D.global_transform]。" + msgid "" "Returns the number of views that need to be rendered for this device. 1 for " "Monoscopic, 2 for Stereoscopic." @@ -122085,6 +126244,13 @@ msgstr "玩家处于坐姿,提供有限的位置跟踪,玩家周围有固定 msgid "Player is free to move around, full positional tracking." msgstr "玩家可以自由移动,提供完整的位置跟踪。" +msgid "" +"Same as [constant XR_PLAY_AREA_ROOMSCALE] but origin point is fixed to the " +"center of the physical space, [method XRServer.center_on_hmd] disabled." +msgstr "" +"与 [constant XR_PLAY_AREA_ROOMSCALE] 相同,但是原点固定在物理空间的中心,禁" +"用 [method XRServer.center_on_hmd]。" + msgid "Opaque blend mode. This is typically used for VR devices." msgstr "不透明混合模式。通常用于 VR 设备。" @@ -122209,6 +126375,21 @@ msgstr "" "[code]true[/code]。如果用户摘下头戴式设备,XR 接口可能会返回 [code]false[/" "code],我们可以暂停渲染。" +msgid "" +"Called if this [XRInterfaceExtension] is active before rendering starts. " +"Most XR interfaces will sync tracking at this point in time." +msgstr "" +"如果这个 [XRInterfaceExtension] 在渲染开始前处于激活状态,则会调用这个函数," +"大多数 XR 接口都会在此时进行追踪同步。" + +msgid "" +"Called if this [XRInterfaceExtension] is active before our physics and game " +"process is called. Most XR interfaces will update its [XRPositionalTracker]s " +"at this point in time." +msgstr "" +"如果这个 [XRInterfaceExtension] 在调用我们的物理和游戏处理前处于激活状态,则" +"会调用这个函数。大多数 XR 接口都会在此时更新其 [XRPositionalTracker]。" + msgid "Enables anchor detection on this interface if supported." msgstr "如果支持,则在此接口上启用锚点检测。" -- cgit v1.2.3