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@@ -86,7 +86,7 @@ msgid ""
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msgstr ""
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"Project-Id-Version: Godot Engine class reference\n"
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"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
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-"PO-Revision-Date: 2023-12-07 07:04+0000\n"
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+"PO-Revision-Date: 2023-12-07 14:59+0000\n"
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"Last-Translator: 风青山 <[email protected]>\n"
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"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
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"godot-engine/godot-class-reference/zh_Hans/>\n"
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@@ -17190,6 +17190,84 @@ msgstr "保存环境光遮蔽、粗糙度和金属度信息的纹理。"
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msgid "Represents the size of the [enum TextureParam] enum."
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msgstr "代表 [enum TextureParam] 枚举的大小。"
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+msgid ""
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+"The texture filter reads from the nearest pixel only. This makes the texture "
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+"look pixelated from up close, and grainy from a distance (due to mipmaps not "
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+"being sampled)."
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+msgstr ""
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+"纹理过滤仅从最近的像素读取。这使得纹理从近距离看是像素化的,从远处看是颗粒状的"
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+"(由于多级渐远纹理没有被采样)。"
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+
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+msgid ""
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+"The texture filter blends between the nearest 4 pixels. This makes the "
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+"texture look smooth from up close, and grainy from a distance (due to mipmaps "
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+"not being sampled)."
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+msgstr ""
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+"纹理过滤在最近的 4 个像素之间进行混合。这使得纹理从近处看起来很平滑,从远处看"
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+"起来却有颗粒感(由于多级渐远纹理没有被采样)。"
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+
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+msgid ""
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+"The texture filter reads from the nearest pixel and blends between the "
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+"nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings."
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+"rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/"
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+"code]). This makes the texture look pixelated from up close, and smooth from "
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+"a distance."
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+msgstr ""
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+"纹理过滤从最近的像素读取并在最近的 2 个多级渐远纹理之间进行混合(或者如果 "
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+"[member ProjectSettings.rendering/textures/default_filters/"
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+"use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。"
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+"这使得纹理从近处看起来像素化,从远处看起来平滑。"
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+
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+msgid ""
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+"The texture filter blends between the nearest 4 pixels and between the "
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+"nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings."
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+"rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/"
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+"code]). This makes the texture look smooth from up close, and smooth from a "
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+"distance."
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+msgstr ""
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+"纹理过滤在最近的 4 个像素和最近的 2 个多级渐远纹理之间进行混合(或者如果 "
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+"[member ProjectSettings.rendering/textures/default_filters/"
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+"use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。"
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+"这使得纹理从近处看起来平滑,从远处看起来也平滑。"
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+
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+msgid ""
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+"The texture filter reads from the nearest pixel and blends between 2 mipmaps "
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+"(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/"
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+"default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the "
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+"angle between the surface and the camera view. This makes the texture look "
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+"pixelated from up close, and smooth from a distance. Anisotropic filtering "
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+"improves texture quality on surfaces that are almost in line with the camera, "
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+"but is slightly slower. The anisotropic filtering level can be changed by "
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+"adjusting [member ProjectSettings.rendering/textures/default_filters/"
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+"anisotropic_filtering_level]."
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+msgstr ""
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+"纹理过滤从最近的像素读取并根据表面和相机视图之间的角度在 2 个多级渐远纹理之间"
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+"进行混合(或者如果 [member ProjectSettings.rendering/textures/default_filters/"
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+"use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。"
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+"这使得纹理从近处看起来像素化,从远处看起来平滑。各向异性过滤提高了几乎与相机位"
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+"于一条线上的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通过调整 "
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+"[member ProjectSettings.rendering/textures/default_filters/"
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+"anisotropic_filtering_level] 来改变。"
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+
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+msgid ""
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+"The texture filter blends between the nearest 4 pixels and blends between 2 "
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+"mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/"
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+"textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) "
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+"based on the angle between the surface and the camera view. This makes the "
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+"texture look smooth from up close, and smooth from a distance. Anisotropic "
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+"filtering improves texture quality on surfaces that are almost in line with "
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+"the camera, but is slightly slower. The anisotropic filtering level can be "
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+"changed by adjusting [member ProjectSettings.rendering/textures/"
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+"default_filters/anisotropic_filtering_level]."
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+msgstr ""
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+"纹理过滤在最近的 4 个像素之间进行混合,并基于表面与相机视图之间的角度在 2 个多"
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+"级渐远纹理之间进行混合 (或者如果 [member ProjectSettings.rendering/textures/"
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+"default_filters/use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的"
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+"多级渐远纹理)。这使得纹理从近处看起来平滑,从远处看起来也平滑。各向异性过滤提"
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+"高了几乎与相机位于一条线的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通"
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+"过调整 [member ProjectSettings.rendering/textures/default_filters/"
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+"anisotropic_filtering_level] 来改变。"
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+
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msgid "Represents the size of the [enum TextureFilter] enum."
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msgstr "代表 [enum TextureFilter] 枚举的大小。"
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@@ -20082,6 +20160,19 @@ msgstr ""
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"仅在启用 [member ProjectSettings.rendering/lights_and_shadows/"
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"use_physical_light_units] 时可用。"
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+msgid ""
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+"Time for shutter to open and close, evaluated as [code]1 / shutter_speed[/"
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+"code] seconds. A higher value will allow less light (leading to a darker "
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+"image), while a lower value will allow more light (leading to a brighter "
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+"image).\n"
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+"Only available when [member ProjectSettings.rendering/lights_and_shadows/"
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+"use_physical_light_units] is enabled."
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+msgstr ""
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+"快门打开和关闭的时间,计算方式为 [code]1 / shutter_speed[/code] 秒。较高的值将"
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+"允许较少的光线(导致图像较暗),而较低的值将允许更多的光线(导致图像较亮)。\n"
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+"仅当启用 [member ProjectSettings.rendering/lights_and_shadows/"
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+"use_physical_light_units] 时可用。"
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+
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msgid ""
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"Override value for [member Camera3D.far]. Used internally when calculating "
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"depth of field. When attached to a [Camera3D] as its [member Camera3D."
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@@ -21302,6 +21393,86 @@ msgstr "该 [CanvasItem] 的活动 [World2D] 已更改。"
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msgid "The [CanvasItem] will inherit the filter from its parent."
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msgstr "该 [CanvasItem] 将从其父级继承过滤器。"
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+msgid ""
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+"The texture filter reads from the nearest pixel and blends between the "
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+"nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings."
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+"rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/"
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+"code]). This makes the texture look pixelated from up close, and smooth from "
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+"a distance.\n"
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+"Use this for non-pixel art textures that may be viewed at a low scale (e.g. "
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+"due to [Camera2D] zoom or sprite scaling), as mipmaps are important to smooth "
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+"out pixels that are smaller than on-screen pixels."
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+msgstr ""
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+"纹理过滤从最近的像素读取并在最近的 2 个多级渐远纹理之间进行混合(或者如果 "
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+"[member ProjectSettings.rendering/textures/default_filters/"
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+"use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。"
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+"这使得纹理从近处看起来像素化,从远处看起来平滑。\n"
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+"将此用于可能以低缩放查看的非像素艺术纹理(例如,由于 [Camera2D] 缩放或精灵缩"
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+"放),因为多级渐远纹理对于平滑小于屏幕像素的像素很重要。"
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+
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+msgid ""
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+"The texture filter blends between the nearest 4 pixels and between the "
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+"nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings."
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+"rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/"
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+"code]). This makes the texture look smooth from up close, and smooth from a "
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+"distance.\n"
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+"Use this for non-pixel art textures that may be viewed at a low scale (e.g. "
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+"due to [Camera2D] zoom or sprite scaling), as mipmaps are important to smooth "
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+"out pixels that are smaller than on-screen pixels."
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+msgstr ""
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+"纹理过滤在最近的 4 个像素和最近的 2 个多级渐远纹理之间进行混合(或者如果 "
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+"[member ProjectSettings.rendering/textures/default_filters/"
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+"use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。"
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+"这使得纹理从近处看起来平滑,从远处看起来也平滑。\n"
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+"将此用于可能以低缩放查看的非像素艺术纹理(例如,由于 [Camera2D] 缩放或精灵缩"
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+"放),因为多级渐远纹理对于平滑小于屏幕像素的像素很重要。"
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+
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+msgid ""
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+"The texture filter reads from the nearest pixel and blends between 2 mipmaps "
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+"(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/"
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+"default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the "
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+"angle between the surface and the camera view. This makes the texture look "
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+"pixelated from up close, and smooth from a distance. Anisotropic filtering "
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+"improves texture quality on surfaces that are almost in line with the camera, "
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+"but is slightly slower. The anisotropic filtering level can be changed by "
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+"adjusting [member ProjectSettings.rendering/textures/default_filters/"
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+"anisotropic_filtering_level].\n"
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+"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
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+"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate in this case."
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+msgstr ""
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+"纹理过滤从最近的像素读取并根据表面和相机视图之间的角度在 2 个多级渐远纹理之间"
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+"进行混合(或者如果 [member ProjectSettings.rendering/textures/default_filters/"
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+"use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。"
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+"这使得纹理从近处看起来像素化,从远处看起来平滑。各向异性过滤提高了几乎与相机位"
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+"于一条线的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通过调整 [member "
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+"ProjectSettings.rendering/textures/default_filters/"
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+"anisotropic_filtering_level] 来改变。\n"
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+"[b]注意:[/b]该纹理过滤在 2D 项目中很少有用。[constant "
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+"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] 在这种情况下通常更合适。"
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+
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+msgid ""
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+"The texture filter blends between the nearest 4 pixels and blends between 2 "
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+"mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/"
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+"textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) "
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+"based on the angle between the surface and the camera view. This makes the "
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+"texture look smooth from up close, and smooth from a distance. Anisotropic "
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+"filtering improves texture quality on surfaces that are almost in line with "
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+"the camera, but is slightly slower. The anisotropic filtering level can be "
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+"changed by adjusting [member ProjectSettings.rendering/textures/"
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+"default_filters/anisotropic_filtering_level].\n"
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+"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
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+"TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate in this case."
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+msgstr ""
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+"纹理过滤在最近的 4 个像素之间进行混合,并基于表面与相机视图之间的角度在 2 个多"
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+"级渐远纹理之间进行混合(或者如果 [member ProjectSettings.rendering/textures/"
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+"default_filters/use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的"
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+"多级渐远纹理)。这使得纹理从近处看起来平滑,从远处看起来也平滑。各向异性过滤提"
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+"高了几乎与相机位于一条线的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通"
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+"过调整 [member ProjectSettings.rendering/textures/default_filters/"
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+"anisotropic_filtering_level] 来改变。\n"
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+"[b]注意:[/b]该纹理过滤在 2D 项目中很少有用。[constant "
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+"TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] 在这种情况下通常更合适。"
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+
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msgid "Texture will not repeat."
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msgstr "纹理不会重复。"
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@@ -45366,6 +45537,24 @@ msgstr ""
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"如果 [code]true[/code],则在编辑器中的交互式 UI 元素周围绘制额外的边框。使用"
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"[b]Black (OLED)[/b]主题预设时该项会自动启用,因为该主题预设使用全黑背景。"
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+msgid ""
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+"The icon and font color scheme to use in the editor.\n"
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+"- [b]Auto[/b] determines the color scheme to use automatically based on "
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+"[member interface/theme/base_color].\n"
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+"- [b]Dark[/b] makes fonts and icons dark (suitable for light themes). Icon "
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+"colors are automatically converted by the editor following the set of rules "
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+"defined in [url=https://github.com/godotengine/godot/blob/master/editor/"
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+"editor_themes.cpp]this file[/url].\n"
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+"- [b]Light[/b] makes fonts and icons light (suitable for dark themes)."
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+msgstr ""
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+"在编辑器中使用的图标和字体的配色方案。\n"
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+"- [b]Auto[/b] 根据 [member interface/theme/base_color] 自动确定要使用的配色方"
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+"案。\n"
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+"- [b]Dark[/b] 使字体和图标变暗(适合浅色主题)。图标颜色由编辑器按照"
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+"[url=https://github.com/godotengine/godot/blob/master/editor/editor_themes."
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+"cpp]该文件[/url]中定义的一组规则自动转换。\n"
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+"- [b]Light[/b] 使字体和图标变亮(适合深色主题)。"
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+
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msgid ""
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"The saturation to use for editor icons. Higher values result in more vibrant "
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"colors.\n"
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@@ -70815,6 +71004,9 @@ msgid ""
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"position."
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msgstr "返回该链接的 [member start_position] 的全局位置。"
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+msgid "Returns the [RID] of this link on the [NavigationServer2D]."
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+msgstr "返回 [NavigationServer2D] 上该链接的 [RID]。"
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+
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msgid ""
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"Sets the [member end_position] that is relative to the link from a global "
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"[param position]."
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@@ -70904,6 +71096,9 @@ msgstr ""
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"接可以用来表达沿着导航网格表面行进以外的导航方法,例如滑锁、传送、跳过沟壑等"
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"等。"
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+msgid "Returns the [RID] of this link on the [NavigationServer3D]."
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+msgstr "返回 [NavigationServer3D] 上该链接的 [RID]。"
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+
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msgid ""
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"Whether this link is currently active. If [code]false[/code], [method "
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"NavigationServer3D.map_get_path] will ignore this link."
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@@ -72021,6 +72216,13 @@ msgstr ""
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msgid "Returns the current navigation map [RID] used by this region."
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msgstr "返回该区块使用的当前导航地图 [RID]。"
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+msgid ""
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+"Returns the [RID] of this region on the [NavigationServer2D].\n"
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+"[i]Deprecated.[/i] Use [method get_rid] instead."
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+msgstr ""
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+"返回 [NavigationServer2D] 上该区块的 [RID]。\n"
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+"[i]已废弃。[/i]请改用 [method get_rid]。"
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+
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msgid ""
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"Returns the [RID] of this region on the [NavigationServer2D]. Combined with "
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"[method NavigationServer2D.map_get_closest_point_owner] can be used to "
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@@ -72155,6 +72357,13 @@ msgstr ""
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"步操作。另外,请注意在无法使用线程的操作系统(例如禁用线程的 Web)上,会自动禁"
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"用独立线程烘焙。"
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+msgid ""
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+"Returns the [RID] of this region on the [NavigationServer3D].\n"
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+"[i]Deprecated.[/i] Use [method get_rid] instead."
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+msgstr ""
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+"返回 [NavigationServer3D] 上该区块的 [RID]。\n"
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|
|
+"[i]已废弃。[/i]请改用 [method get_rid]。"
|
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+
|
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msgid ""
|
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|
"Returns the [RID] of this region on the [NavigationServer3D]. Combined with "
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|
"[method NavigationServer3D.map_get_closest_point_owner] can be used to "
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@@ -110779,6 +110988,54 @@ msgstr "九宫格在需要的地方填充图块,并在需要时将它们拉伸
|
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msgid "Uses the default filter mode for this [Viewport]."
|
|
|
msgstr "为 [Viewport] 使用默认过滤模式。"
|
|
|
|
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|
+msgid ""
|
|
|
+"The texture filter reads from the nearest pixel and blends between 2 mipmaps "
|
|
|
+"(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/"
|
|
|
+"default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the "
|
|
|
+"angle between the surface and the camera view. This makes the texture look "
|
|
|
+"pixelated from up close, and smooth from a distance. Anisotropic filtering "
|
|
|
+"improves texture quality on surfaces that are almost in line with the camera, "
|
|
|
+"but is slightly slower. The anisotropic filtering level can be changed by "
|
|
|
+"adjusting [member ProjectSettings.rendering/textures/default_filters/"
|
|
|
+"anisotropic_filtering_level].\n"
|
|
|
+"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
|
|
|
+"CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate "
|
|
|
+"in this case."
|
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|
+msgstr ""
|
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|
+"纹理过滤从最近的像素读取并根据表面和相机视图之间的角度在 2 个多级渐远纹理之间"
|
|
|
+"进行混合(或者如果 [member ProjectSettings.rendering/textures/default_filters/"
|
|
|
+"use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。"
|
|
|
+"这使得纹理从近处看起来像素化,从远处看起来平滑。各向异性过滤提高了几乎与相机位"
|
|
|
+"于一条线的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通过调整 [member "
|
|
|
+"ProjectSettings.rendering/textures/default_filters/"
|
|
|
+"anisotropic_filtering_level] 来改变。\n"
|
|
|
+"[b]注意:[/b]该纹理过滤在 2D 项目中很少有用。[constant "
|
|
|
+"CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] 在这种情况下通常更合适。"
|
|
|
+
|
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|
+msgid ""
|
|
|
+"The texture filter blends between the nearest 4 pixels and blends between 2 "
|
|
|
+"mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/"
|
|
|
+"textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) "
|
|
|
+"based on the angle between the surface and the camera view. This makes the "
|
|
|
+"texture look smooth from up close, and smooth from a distance. Anisotropic "
|
|
|
+"filtering improves texture quality on surfaces that are almost in line with "
|
|
|
+"the camera, but is slightly slower. The anisotropic filtering level can be "
|
|
|
+"changed by adjusting [member ProjectSettings.rendering/textures/"
|
|
|
+"default_filters/anisotropic_filtering_level].\n"
|
|
|
+"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
|
|
|
+"CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate "
|
|
|
+"in this case."
|
|
|
+msgstr ""
|
|
|
+"纹理过滤在最近的 4 个像素之间进行混合,并基于表面与相机视图之间的角度在 2 个多"
|
|
|
+"级渐远纹理之间进行混合(或者如果 [member ProjectSettings.rendering/textures/"
|
|
|
+"default_filters/use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的"
|
|
|
+"多级渐远纹理)。这使得纹理从近处看起来平滑,从远处看起来也平滑。各向异性过滤提"
|
|
|
+"高了几乎与相机位于一条线的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通"
|
|
|
+"过调整 [member ProjectSettings.rendering/textures/default_filters/"
|
|
|
+"anisotropic_filtering_level] 来改变。\n"
|
|
|
+"[b]注意:[/b]该纹理过滤在 2D 项目中很少有用。[constant "
|
|
|
+"CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] 在这种情况下通常更合适。"
|
|
|
+
|
|
|
msgid "Max value for [enum CanvasItemTextureFilter] enum."
|
|
|
msgstr "[enum CanvasItemTextureFilter] 枚举的最大值。"
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|
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|
@@ -138957,6 +139214,20 @@ msgstr ""
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|
msgid "A control used for video playback."
|
|
|
msgstr "用于播放视频的控件。"
|
|
|
|
|
|
+msgid ""
|
|
|
+"A control used for playback of [VideoStream] resources.\n"
|
|
|
+"Supported video formats are [url=https://www.theora.org/]Ogg Theora[/url] "
|
|
|
+"([code].ogv[/code], [VideoStreamTheora]) and any format exposed via a "
|
|
|
+"GDExtension plugin.\n"
|
|
|
+"[b]Warning:[/b] On Web, video playback [i]will[/i] perform poorly due to "
|
|
|
+"missing architecture-specific assembly optimizations."
|
|
|
+msgstr ""
|
|
|
+"用于播放 [VideoStream] 资源的控件。\n"
|
|
|
+"支持的视频格式有 [url=https://www.theora.org/]Ogg Theora[/url]([code].ogv[/"
|
|
|
+"code],[VideoStreamTheora])以及任何通过 GDExtension 插件公开的格式。\n"
|
|
|
+"[b]警告:[/b]在 Web 上,视频播放[i]会[/i]由于缺少特定于体系结构的汇编优化而表"
|
|
|
+"现不佳。"
|
|
|
+
|
|
|
msgid ""
|
|
|
"The length of the current stream, in seconds.\n"
|
|
|
"[b]Note:[/b] For [VideoStreamTheora] streams (the built-in format supported "
|
|
@@ -142842,6 +143113,52 @@ msgid ""
|
|
|
"attached to."
|
|
|
msgstr "使用由该着色器所附加到的节点决定的过滤器对纹理进行采样。"
|
|
|
|
|
|
+msgid ""
|
|
|
+"The texture filter reads from the nearest pixel and blends between 2 mipmaps "
|
|
|
+"(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/"
|
|
|
+"default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the "
|
|
|
+"angle between the surface and the camera view. This makes the texture look "
|
|
|
+"pixelated from up close, and smooth from a distance. Anisotropic filtering "
|
|
|
+"improves texture quality on surfaces that are almost in line with the camera, "
|
|
|
+"but is slightly slower. The anisotropic filtering level can be changed by "
|
|
|
+"adjusting [member ProjectSettings.rendering/textures/default_filters/"
|
|
|
+"anisotropic_filtering_level].\n"
|
|
|
+"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
|
|
|
+"FILTER_NEAREST_MIPMAP] is usually more appropriate in this case."
|
|
|
+msgstr ""
|
|
|
+"纹理过滤从最近的像素读取并根据表面和相机视图之间的角度在 2 个多级渐远纹理之间"
|
|
|
+"进行混合(或者如果 [member ProjectSettings.rendering/textures/default_filters/"
|
|
|
+"use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。"
|
|
|
+"这使得纹理从近处看起来像素化,从远处看起来平滑。各向异性过滤提高了几乎与相机位"
|
|
|
+"于一条线的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通过调整 [member "
|
|
|
+"ProjectSettings.rendering/textures/default_filters/"
|
|
|
+"anisotropic_filtering_level] 来改变。\n"
|
|
|
+"[b]注意:[/b]该纹理过滤在 2D 项目中很少有用。[constant FILTER_NEAREST_MIPMAP] "
|
|
|
+"在这种情况下通常更合适。"
|
|
|
+
|
|
|
+msgid ""
|
|
|
+"The texture filter blends between the nearest 4 pixels and blends between 2 "
|
|
|
+"mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/"
|
|
|
+"textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) "
|
|
|
+"based on the angle between the surface and the camera view. This makes the "
|
|
|
+"texture look smooth from up close, and smooth from a distance. Anisotropic "
|
|
|
+"filtering improves texture quality on surfaces that are almost in line with "
|
|
|
+"the camera, but is slightly slower. The anisotropic filtering level can be "
|
|
|
+"changed by adjusting [member ProjectSettings.rendering/textures/"
|
|
|
+"default_filters/anisotropic_filtering_level].\n"
|
|
|
+"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
|
|
|
+"FILTER_LINEAR_MIPMAP] is usually more appropriate in this case."
|
|
|
+msgstr ""
|
|
|
+"纹理过滤在最近的 4 个像素之间进行混合,并基于表面与相机视图之间的角度在 2 个多"
|
|
|
+"级渐远纹理之间进行混合(或者如果 [member ProjectSettings.rendering/textures/"
|
|
|
+"default_filters/use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的"
|
|
|
+"多级渐远纹理)。这使得纹理从近处看起来平滑,从远处看起来也平滑。各向异性过滤提"
|
|
|
+"高了几乎与相机位于一条线的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通"
|
|
|
+"过调整 [member ProjectSettings.rendering/textures/default_filters/"
|
|
|
+"anisotropic_filtering_level] 来改变。\n"
|
|
|
+"[b]注意:[/b]该纹理过滤在 2D 项目中很少有用。[constant FILTER_LINEAR_MIPMAP] "
|
|
|
+"在这种情况下通常更合适。"
|
|
|
+
|
|
|
msgid ""
|
|
|
"Sample the texture using the repeat mode determined by the node this shader "
|
|
|
"is attached to."
|