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https://github.com/Xaymar/obs-StreamFX
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locale: Update translations from CrowdIn (#55)
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4 changed files with 52 additions and 18 deletions
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@ -42,9 +42,9 @@ CustomShader.Texture.Type.Description="Welche Art von Textur möchten Sie verwen
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CustomShader.Texture.Type.File="Datei"
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CustomShader.Texture.Type.Source="Quelle"
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Filter.Blur="Weichzeichnen"
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Filter.Blur="Weichzeichner"
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Filter.Blur.Type="Art"
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Filter.Blur.Type.Description="Die Art der Unschärfe, die angewendet werden soll."
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Filter.Blur.Type.Description="Die Art der Weichzeichnung, die angewendet werden soll."
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Filter.Blur.Subtype="Untertyp"
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Filter.Blur.Subtype.Description="So soll die Weichzeichnung angewendet werden."
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Filter.Blur.Size="Größe"
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@ -100,21 +100,21 @@ Filter.Displacement.File.Types="Bilder (*.png *.jpeg *.jpg *.bmp *.tga);;Alle Da
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Filter.Displacement.Ratio="Verhältnis"
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Filter.Displacement.Scale="Skalierung"
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Filter.SDFEffects="Signed Distance Field Effekte"
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Filter.SDFEffects="Signed-Distance-Field-Effekte"
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Filter.SDFEffects.Shadow.Inner="Innerer Schatten"
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Filter.SDFEffects.Shadow.Inner.Description="Einen Schatten innerhalb der Quelle zeichnen?"
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Filter.SDFEffects.Shadow.Inner.Range.Minimum="Innere Minimaldistanz"
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Filter.SDFEffects.Shadow.Inner.Range.Maximum="Innere Maximaldistanz"
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Filter.SDFEffects.Shadow.Inner.Offset.X="Innerer X-Versatz"
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Filter.SDFEffects.Shadow.Inner.Offset.Y="Innerer Y Versatz"
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Filter.SDFEffects.Shadow.Inner.Offset.Y="Innerer Y-Versatz"
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Filter.SDFEffects.Shadow.Inner.Color="Innere Farbe"
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Filter.SDFEffects.Shadow.Inner.Alpha="Innere Transparenz"
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Filter.SDFEffects.Shadow.Outer="Äußerer Schatten"
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Filter.SDFEffects.Shadow.Outer.Description="Einen Schatten außerhalb der Quelle zeichnen?"
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Filter.SDFEffects.Shadow.Outer.Range.Minimum="Äußere Minimaldistanz"
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Filter.SDFEffects.Shadow.Outer.Range.Maximum="Äußere Maximaldistanz"
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Filter.SDFEffects.Shadow.Outer.Offset.X="Äußerer X Versatz"
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Filter.SDFEffects.Shadow.Outer.Offset.Y="Äußerer Y Versatz"
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Filter.SDFEffects.Shadow.Outer.Offset.X="Äußerer X-Versatz"
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Filter.SDFEffects.Shadow.Outer.Offset.Y="Äußerer Y-Versatz"
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Filter.SDFEffects.Shadow.Outer.Color="Äußere Farbe"
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Filter.SDFEffects.Shadow.Outer.Alpha="Äußere Transparenz"
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Filter.SDFEffects.SDF.Scale="SDF-Texturskalierung"
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@ -140,27 +140,28 @@ Filter.Transform.Shear.Description="Scherung des gezeichneten Quadrats."
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Filter.Transform.Shear.X="Scherung (X)"
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Filter.Transform.Shear.Y="Scherung (Y)"
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Filter.Transform.Rotation.Order="Rotationsreihenfolge"
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Filter.Transform.Rotation.Order.XYZ="Pitch, Yaw, Drehung"
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Filter.Transform.Rotation.Order.XZY="Pitch, Drehung, Yaw"
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Filter.Transform.Rotation.Order.YXZ="Yaw, Pitch, Drehung"
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Filter.Transform.Rotation.Order.YZX="Yaw, Drehung, Pitch"
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Filter.Transform.Rotation.Order.ZXY="Drehung, Pitch, Yaw"
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Filter.Transform.Rotation.Order.ZYX="Drehung, Yaw, Pitch"
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Filter.Transform.Rotation.Order.Description="Die Reihenfolge, in der die Eulerschen Winkel bei dem gerenderten Quadrat angewendet werden soll."
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Filter.Transform.Rotation.Order.XYZ="Neigung, Schwenkung, Drehung"
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Filter.Transform.Rotation.Order.XZY="Neigung, Drehung, Schwenkung"
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Filter.Transform.Rotation.Order.YXZ="Schwenkung, Neigung, Drehung"
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Filter.Transform.Rotation.Order.YZX="Schwenkung, Drehung, Neigung"
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Filter.Transform.Rotation.Order.ZXY="Drehung, Neigung, Schwenkung"
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Filter.Transform.Rotation.Order.ZYX="Drehung, Schwenkung, Neigung"
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Filter.Transform.Rotation="Rotation"
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Filter.Transform.Rotation.X="Pitch (X)"
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Filter.Transform.Rotation.Y="Yaw (Y)"
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Filter.Transform.Rotation.Description="Die Eulersche Rotation des gerenderten Quadrats, die mit der Rotationsreihenfolge festgelegt wird."
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Filter.Transform.Rotation.X="Neigung (X)"
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Filter.Transform.Rotation.Y="Schwenkung (Y)"
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Filter.Transform.Rotation.Z="Roll (Z)"
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Filter.Transform.Mipmapping="Mipmapping aktivieren"
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Filter.Transform.Mipmapping.Description="Erstelle MipMaps für die Quelle, so dass gedrehte und weit entfernte Teile sanfter erscheinen."
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Source.Mirror="Quellen-Spiegel"
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Source.Mirror="Quellenspiegel"
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Source.Mirror.Source="Quelle"
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Source.Mirror.Source.Description="Welche Quelle soll gespiegelt werden?"
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Source.Mirror.Source.Size="Quellgröße"
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Source.Mirror.Source.Size.Description="Die Größe der Quelle, die gespiegelt wird. (automatisch aktualisiert)"
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Source.Mirror.Source.Audio="Audio aktivieren"
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Source.Mirror.Source.Audio.Description="Audiospiegelung von dieser Quelle aktivieren."
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Source.Mirror.Scaling="Quelle Skalieren"
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Source.Mirror.Scaling="Quelle skalieren"
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Source.Mirror.Scaling.Description="Soll die Quelle skaliert werden?"
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Source.Mirror.Scaling.Method="Filter"
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Source.Mirror.Scaling.Method.Description="Welcher Filter soll für die Skalierung verwendet werden?"
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@ -12,6 +12,11 @@ Blur.Type.Box="Zone"
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Blur.Type.BoxLinear="Ligne de boîte"
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Blur.Type.Gaussian="Gaussien"
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Blur.Type.GaussianLinear="Ligne Gaussienne"
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Blur.Type.DualFiltering="Filtrage Double"
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Blur.Subtype.Area="Aire"
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Blur.Subtype.Directional="Directionel"
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Blur.Subtype.Rotational="Rotationnel"
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Blur.Subtype.Zoom="Zoom"
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MipGenerator="Générateur Mipmap"
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MipGenerator.Description="Quel générateur Mip doit être utilisé ?"
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@ -39,6 +44,17 @@ CustomShader.Texture.Type.Source="Source"
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Filter.Blur="Flou"
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Filter.Blur.Type="Type"
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Filter.Blur.Type.Description="Le type de flou a appliquer."
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Filter.Blur.Subtype="Sous-type"
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Filter.Blur.Subtype.Description="La façon dont ce flou doit être appliqué."
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Filter.Blur.Size="Taille"
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Filter.Blur.Size.Description="Taille du filtre de flou à appliquer. Les grandes tailles peuvent avoir un effet négatif sur les performances."
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Filter.Blur.Angle="Angle (Degrés)"
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Filter.Blur.Angle.Description="Angle du flou"
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Filter.Blur.Center.X="Centre (X) (Pourcent)"
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Filter.Blur.Center.X.Description="Le centre horizontal de l'effet de flou, en pourcentage."
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Filter.Blur.Center.Y="Centre (Y) (Pourcent)"
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Filter.Blur.Center.Y.Description="Le centre vertical de l'effet de flou, en pourcentage."
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Filter.Blur.StepScale="Étape de mise à l’échelle"
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Filter.Blur.Mask.Type.Source="Source"
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Filter.Blur.Mask.Region.Left="Bord gauche"
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@ -12,6 +12,8 @@ Blur.Type.Box="Бокс"
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Blur.Type.BoxLinear="Линейный Бокс"
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Blur.Type.Gaussian="Гауссово"
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Blur.Type.GaussianLinear="Линейное Гауссово"
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Blur.Type.DualFiltering="Двойная фильтрация"
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Blur.Subtype.Area="Зона"
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MipGenerator="Генератор MIP-текстурирования"
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MipGenerator.Description="Какой MIP генератор следует использовать?"
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@ -12,6 +12,11 @@ Blur.Type.Box="Box(均值)"
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Blur.Type.BoxLinear="Box Linear(均值线性)"
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Blur.Type.Gaussian="Gaussian(高斯)"
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Blur.Type.GaussianLinear="Gaussian Linear(高斯线性)"
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Blur.Type.DualFiltering="双重过滤(Dual Filtering)"
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Blur.Subtype.Area="区域"
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Blur.Subtype.Directional="方向"
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Blur.Subtype.Rotational="旋转"
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Blur.Subtype.Zoom="缩放"
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MipGenerator="MIP(纹理映射)生成器"
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MipGenerator.Description="应该使用哪种 MIP(纹理映射)生成器?"
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@ -39,7 +44,17 @@ CustomShader.Texture.Type.Source="来源"
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Filter.Blur="模糊"
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Filter.Blur.Type="类型"
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Filter.Blur.Type.Description="要应用的模糊类型。"
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Filter.Blur.Subtype="子类型"
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Filter.Blur.Subtype.Description="应用此模糊的方式。"
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Filter.Blur.Size="大小"
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Filter.Blur.Size.Description="要应用的模糊过滤的大小。大尺寸可能会对性能产生负面影响。"
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Filter.Blur.Angle="角度(度)"
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Filter.Blur.Angle.Description="模糊的角度"
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Filter.Blur.Center.X="中心(X) (百分比)"
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Filter.Blur.Center.X.Description="模糊效果的水平中心,以百分比表示。"
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Filter.Blur.Center.Y="中心(Y) (百分比)"
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Filter.Blur.Center.Y.Description="模糊效果的垂直中心,以百分比表示。"
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Filter.Blur.StepScale="缩放步长"
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Filter.Blur.StepScale.Description="缩放模糊着色器中使用的纹理元素步长,允许较小的模糊大小覆盖更多空间,但代价是牺牲某些质量。\n可以与定向模糊结合使用以大幅改变行为。"
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Filter.Blur.StepScale.X="X 缩放步长"
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