Author Topic: Catalan and Spanish translations  (Read 1016 times)

ebuney

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Catalan and Spanish translations
« on: August 12, 2007, 12:35:00 pm »
I'm going to translate PlaneShift to Catalan and Spanish.But first I want to know a few things:

·I do not have a host, would you host the translated package for me, please?

·I've translated the updater and the setup (almost), is that ok?

·I've translated this xml:

help.xml
buddy.xml
chat.xml
configchattabs.xml
configdetails.xml
configentitylabels.xml
exchange.xml
interact.xml
inventory.xml
loginwindow.xml
merchant.xml
petstatwindow.xml
shortcutcommands.xml
shortcutcommands_def.xml
summary.xml
descriptions.xml
emotes.xml
quickpaths.xml
skillwindow.xml
zodiacs.xml

Is that ok, too?Is it enough?

I play PlaneShift since the 0.3.013 version and I hope i'm going to play many of the next versions and I'll update the translations of all versions I play.

*edit*

Could you explain me a bit what mean this words?


Vertex buffer object

Stencil treshold

Multisampling

Downsampling


I can't translate it if you don't explain me  what they mean.
Bye
« Last Edit: August 12, 2007, 02:17:49 pm by neko kyouran »

ThomPhoenix

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Re: Catalan and Spanish translations
« Reply #1 on: August 12, 2007, 08:26:24 pm »
Perhaps you should leave those untranslated as they're technical terms. Translating them would be hard and probably confusing.

Multisample anti-aliasing (MSAA) is a type of anti-aliasing, a technique used in computer graphics to improve image quality.
The term generally refers to a hardware optimization of supersampling. Initial implementations of full-scene anti-aliasing (FSAA) worked by simply rendering a scene at a higher resolution, and then downconverting to a lower-resolution output. With "multisampling", support for sampling and computing multiple samples within a pixel is added directly in the graphics pipeline hardware, providing much better performance. This method can also employ nonuniform sample patterns for improved visual quality.
While hardware can be designed to perform MSAA at full speed for basic cases, MSAA does still consume more memory bandwidth than rendering without anti-aliasing. Programmable shaders are also run for each sample. Furthermore, MSAA performance does not scale well some newer rendering techniques, such as the use of multiple render targets for "deferred" rendering effects.

VBOs are intended to enhance the capabilities of OpenGL by providing many of the benefits of immediate mode, display lists and vertex arrays, while avoiding some of the limitations. They allow data to be grouped and stored efficiently like vertex arrays to promote efficient data transfer. They also provide a mechanism for programs to give hints about data usage patterns so that OpenGL implementations can make decisions about the form in which data should be stored and its location. VBOs give applications the flexibility to be able to modify data without causing overhead in transfer due to validation. When combined with programmability, VBOs extend OpenGL’s capabilities into new areas, such as modifying vertex data with previously rendered pixel data, and render to vertex array.

A stencil buffer is an extra buffer, in addition to the color buffer (pixel buffer) and depth buffer (z-buffer) found on modern computer graphics hardware. The buffer is per pixel, and works on integer values, usually with a depth of one byte per pixel. The depth buffer and stencil buffer often share the same area in the RAM of the graphics hardware.
In the simplest case, the stencil buffer is used to limit the area of rendering (stenciling). More advanced usage of the stencil buffer make use of the strong connection between the depth buffer and the stencil buffer in the rendering pipeline (for example, stencil values can be automatically increased/decreased for every pixel that failed or passed the depth test).
The simple combination of depth test and stencil modifiers make a vast number of effects possible (such as shadows, outline drawing or highlighting of intersections between complex primitives) though they often require several rendering passes and, therefore, can put a heavy load on the graphics hardware.
The most typical application is still to add shadows to 3D applications. It is also used for planar reflections.
The stencil buffer and its modifiers can be accessed in computer graphics APIs like OpenGL and Direct3D.

Downsampling: opposite of multisampling. This is usually done to reduce the data rate or the size of the data.
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