<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE TS>
<TS version="2.1" language="sv_SE">
    <extra-po-header-language>sv</extra-po-header-language>
    <extra-po-header-language_team></extra-po-header-language_team>
    <extra-po-header-last_translator>Daniel Nylander &lt;github@danielnylander.se&gt;</extra-po-header-last_translator>
    <extra-po-header-po_revision_date></extra-po-header-po_revision_date>
    <extra-po-header-pot_creation_date></extra-po-header-pot_creation_date>
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    <extra-po-headers>Project-Id-Version,POT-Creation-Date,PO-Revision-Date,Last-Translator,Language-Team,Language,MIME-Version,Content-Type,Content-Transfer-Encoding,Plural-Forms,X-Language,X-Qt-Contexts,X-Generator</extra-po-headers>
<context>
    <name>AboutDialog</name>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="17"/>
        <source>About GLideN64</source>
        <translation>Om GLideN64</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="80"/>
        <source>About</source>
        <translation>Om</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="102"/>
        <source>The next generation open source graphics plugin for N64 emulators.</source>
        <translation>Nästa generations grafikinsticksmodul för N64-emulatorer baserad på öppen källkod.</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="125"/>
        <source>Authors</source>
        <translation>Upphovspersoner</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="145"/>
        <source>Developer</source>
        <translation>Utvecklare</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="169"/>
        <source>Beta tester</source>
        <translation>Betatestare</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="193"/>
        <source>GUI designer</source>
        <translation>Gränssnittsdesigner</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="207"/>
        <source>Contributors</source>
        <translation>Bidragsgivare</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="240"/>
        <source>Funders</source>
        <translation>Finansiärer</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="438"/>
        <source>... and more</source>
        <extracomment>Refers to more funders</extracomment>
        <translation>... och fler</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="450"/>
        <source>Credits</source>
        <translation>Tack till</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="470"/>
        <source>Author of the original glN64 graphics plugin</source>
        <translation>Upphovsman till ursprungliga glN64-grafikinsticksmodulen</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="494"/>
        <source>Author of gles2n64, a port of glN64 to GL ES 2.0</source>
        <translation>Upphovsman till gles2n64, en port av glN64 till GL ES 2.0</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="518"/>
        <source>Author of the GlideHQ texture library</source>
        <translation>Upphovsman till GlideHQ-texturbiblioteket</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="542"/>
        <source>Author of z64, an OpenGL LLE plugin</source>
        <translation>Upphovsman till z64, en OpenGL LLE-insticksmodul</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.cpp" line="20"/>
        <source>Close</source>
        <translation>Stäng</translation>
    </message>
</context>
<context>
    <name>ConfigDialog</name>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="17"/>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1056"/>
        <source>GLideN64 Settings</source>
        <translation>Inställningar för GLideN64</translation>
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    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="40"/>
        <location filename="../../src/GLideNUI/configDialog.ui" line="51"/>
        <source>Video</source>
        <translation>Video</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="60"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;All the resolutions that your video card/monitor supports should be displayed.&lt;/p&gt;&lt;p&gt;[Recommended:&lt;span style=&quot; font-style:italic;&quot;&gt; Maximum resolution for your monitor unless performance becomes an issue&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Alla upplösningar som ditt grafikkort/monitor stöder bör visas.&lt;/p&gt;&lt;p&gt;[Rekommenderas:&lt;span style=&quot; font-style:italic;&quot;&gt; Maximal upplösning för din bildskärm om inte prestandan blir ett problem&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="81"/>
        <source>Borderless window</source>
        <translation>Fönster utan kanter</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="91"/>
        <location filename="../../src/GLideNUI/configDialog.ui" line="98"/>
        <source>Full screen resolution:</source>
        <translation>Helskärmsupplösning:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="110"/>
        <source>Refresh rate:</source>
        <translation>Uppdateringsfrekvens:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="128"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option selects the resolution for windowed mode. You can also type in a custom window size.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;640 x 480, 800 x 600, 1024 x 768, 1280 x 960&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Det här alternativet väljer upplösning för fönsterläge. Du kan också skriva in en anpassad fönsterstorlek.&lt;/p&gt;&lt;p&gt;[Rekommenderas: &lt;span style=&quot; font-style:italic;&quot;&gt;640 x 480, 800 x 600, 1024 x 768, 1280 x 960&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="149"/>
        <source>Windowed resolution:</source>
        <translation>Fönsterupplösning:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="160"/>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="912"/>
        <source>Custom</source>
        <extracomment>In the dropdown for windowed resolutions</extracomment>
        <translation>Anpassad</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="171"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This setting adjusts the aspect ratio of the video output. All N64 games support &lt;span style=&quot; font-weight:600;&quot;&gt;4:3&lt;/span&gt;. Some games support &lt;span style=&quot; font-weight:600;&quot;&gt;16:9&lt;/span&gt; within game settings. Use &lt;span style=&quot; font-weight:600;&quot;&gt;Stretch&lt;/span&gt; to fill the screen without pillar or letterboxing.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Try to adjust game to fit&lt;/span&gt; tries to adjust the viewing space to fit without stretching. Many games work well adjusted, but some don&apos;t.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Denna inställning justerar bildförhållandet för videoutmatningen. Alla N64-spel stöder &lt;span style=&quot; font-weight:600;&quot;&gt;4:3.&lt;/span&gt; Vissa spel stöder &lt;span style=&quot; font-weight:600;&quot;&gt;16:9&lt;/span&gt; inom spelinställningarna. Använd &lt;span style=&quot; font-weight:600;&quot;&gt;Stretch&lt;/span&gt; för att fylla skärmen utan pelare eller letterboxing.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Försök&lt;/span&gt; att justera&lt;span style=&quot; font-weight:600;&quot;&gt;spelet&lt;/span&gt; så att det passar försöker justera visningsutrymmet så att det passar utan att sträcka ut. Många spel fungerar bra justerade, men vissa gör det inte.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="192"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Aspect ratio:&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Bildförhållande:&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="200"/>
        <source>4:3 (recommended)</source>
        <translation>4:3 (rekommenderas)</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="205"/>
        <source>16:9</source>
        <translation>16:9</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="210"/>
        <source>Stretch</source>
        <translation>Sträck ut</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="215"/>
        <source>Try to adjust game to fit</source>
        <extracomment>This option activates a widescreen hack. The language &quot;Try to&quot; implies it may it may not work and the language &quot;adjust game&quot; implies the emulation will be inaccurate.</extracomment>
        <translation>Försök att justera spelet så att det passar</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="226"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Vertical sync, or VSync, can improve the image by syncing the game&apos;s frame rate to your monitor&apos;s refresh rate. This prevents image tearing, but may cause performance problems.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Usually off, on if you have image tearing problems&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Vertikal synkronisering, eller VSync, kan förbättra bilden genom att synkronisera spelets bildfrekvens med skärmens uppdateringsfrekvens. Detta förhindrar att bilden rivs sönder, men kan orsaka prestandaproblem.&lt;/p&gt;&lt;p&gt;[Rekommenderas: &lt;span style=&quot; font-style:italic;&quot;&gt;Vanligtvis av, på om du har problem med bildrivning&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="229"/>
        <source>Enable VSync</source>
        <translation>Aktivera VSync</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="236"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Threaded video can improve performance with poor OpenGL drivers at the cost of very marginal input lag, usually less than half a frame.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Usually off, unless there are performance issues&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Trådad video kan förbättra prestandan med dåliga OpenGL-drivrutiner på bekostnad av en mycket marginell fördröjning i inmatningen, vanligtvis mindre än en halv bildruta.&lt;/p&gt;&lt;p&gt;[Rekommenderas: &lt;span style=&quot; font-style:italic;&quot;&gt;Vanligtvis av, om det inte finns några prestandaproblem&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="239"/>
        <source>Enable threaded video</source>
        <translation>Aktivera trådad video</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="252"/>
        <source>When enabled, the image is cropped by values specified in N64 pixels. Useful to remove black borders in some games.</source>
        <translation>När den är aktiverad beskärs bilden med värden som anges i N64-pixlar. Användbart för att ta bort svarta kanter i vissa spel.</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="273"/>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="918"/>
        <source>Overscan</source>
        <translation>Överskanning</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="287"/>
        <source>NTSC</source>
        <translation>NTSC</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="340"/>
        <source>PAL</source>
        <translation>PAL</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="408"/>
        <source>Anti-aliasing</source>
        <translation>Antialiasing</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="417"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;GLideN64 offers two methods to smooth jagged polygons:&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Fast approximate anti-aliasing (FXAA)&lt;/span&gt;: FXAA is a post-processing filter that can provide a decent result, but as good as MSAA. The main reason to use FXAA is to use with &lt;span style=&quot; font-weight:600;&quot;&gt;N64-style depth compare&lt;/span&gt;. FXAA adds some blurriness to the output image, causing some textures like text to possibly look worse.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Multisample anti-aliasing (MSAA)&lt;/span&gt;: MSAA is a standard anti-aliasing technique used in computer graphics to improve image quality. Most modern GPUs support 2, 4, 8, and 16 samples. More samples mean better quality, but are slower. There are two downsides: it&apos;s incompatible with &lt;span style=&quot; font-weight:600;&quot;&gt;N64-style depth compare&lt;/span&gt; and may cause minor glitches in some games.&lt;/p&gt;&lt;p&gt;Recommendation: [&lt;span style=&quot; font-style:italic;&quot;&gt;Usually 16x MSAA, or FXAA with N64-style depth compare&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;GLideN64 erbjuder två metoder för att släta ut ojämna polygoner:&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Snabb approximativ anti-aliasing (FXAA)&lt;/span&gt;: FXAA är ett efterbehandlingsfilter som kan ge ett hyfsat resultat, men inte lika bra som MSAA. Den främsta anledningen till att använda FXAA är att använda med &lt;span style=&quot; font-weight:600;&quot;&gt;N64-stil djupjämförelse&lt;/span&gt;. FXAA lägger till lite oskärpa i utdatabilden, vilket gör att vissa texturer som text eventuellt ser sämre ut.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Multisample anti-aliasing (MSAA)&lt;/span&gt;: MSAA är en standardteknik för antialiasing som används inom datorgrafik för att förbättra bildkvaliteten. De flesta moderna GPU:er stöder 2, 4, 8 och 16 samplingar. Fler sampel innebär bättre kvalitet, men är långsammare. Det finns två nackdelar: det är inte kompatibelt med &lt;span style=&quot; font-weight:600;&quot;&gt;djupjämförelse i N64-stil&lt;/span&gt; och kan orsaka mindre problem i vissa spel.&lt;/p&gt;&lt;p&gt;Rekommendation:&lt;span style=&quot; font-style:italic;&quot;&gt;[Vanligtvis 16x MSAA, eller FXAA med N64-liknande djupjämförelse&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="438"/>
        <source>No anti-aliasing</source>
        <translation>Ingen antialiasing</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="445"/>
        <source>Fast approximate anti-aliasing (FXAA)</source>
        <translation>Snabb approximativ anti-aliasing (FXAA)</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="452"/>
        <source>Multisample anti-aliasing (MSAA):</source>
        <translation>Multisample anti-aliasing (MSAA):</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="485"/>
        <location filename="../../src/GLideNUI/configDialog.ui" line="699"/>
        <source>Off</source>
        <translation>Av</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="593"/>
        <location filename="../../src/GLideNUI/configDialog.ui" line="813"/>
        <source>High</source>
        <extracomment>The highest of a set of numbers</extracomment>
        <translation>Hög</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="636"/>
        <source>Multisample anti-aliasing is not compatible with &lt;a href=&quot;#n64DepthCompare&quot;&gt;N64-style depth compare&lt;/a&gt;.</source>
        <translation>Multisample anti-aliasing är inte kompatibel med &lt;a href=&quot;#n64DepthCompare&quot;&gt;N64-liknande djupjämförelse&lt;/a&gt;.</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="658"/>
        <source>Filtering</source>
        <translation>FIltrering</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="682"/>
        <source>Anisotropic filtering:</source>
        <translation>Anisotropisk filtrering:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="827"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Bilinear filtering&lt;/span&gt;: Textures will use standard PC-style bilinear filtering.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;N64-style 3 point&lt;/span&gt;: Textures will be filtered more like the N64. The result is less smooth but more accurate.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Bilineär filtrering&lt;/span&gt;: Texturerna använder bilinjär filtrering i PC-stil.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;N64-stil 3 punkter:&lt;/span&gt; Texturerna filtreras mer som på N64. Resultatet är mindre jämnt men mer exakt.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="856"/>
        <source>Bilinear filtering:</source>
        <translation>Bilineär filtrering:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="865"/>
        <source>Standard</source>
        <translation>Standard</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="872"/>
        <source>N64-style 3 point</source>
        <extracomment>3 point bilinear filtering as used by the Nintendo 64.</extracomment>
        <translation>N64-stil 3 poäng</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="898"/>
        <source>User Interface</source>
        <translation>Användargränssnitt</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="915"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The selected language will display after this window is closed and reopened.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Det valda språket visas efter att fönstret har stängts och öppnats på nytt.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="939"/>
        <source>Language:</source>
        <translation>Språk:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1008"/>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1742"/>
        <source>Some of the options on this tab have been disabled because &lt;a href=&quot;#frameBuffer&quot;&gt;frame buffer emulation&lt;/a&gt; has been turned off.</source>
        <translation>Vissa av alternativen på den här fliken har inaktiverats eftersom &lt;a href=&quot;#frameBuffer&quot;&gt;emulering av rambuffert&lt;/a&gt; har stängts av.</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1031"/>
        <source>Emulation</source>
        <translation>Emulering</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1051"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When enabled, all non-default values of settings are stored individually for each game.&lt;/p&gt;&lt;p&gt;When a game is running, settings are displayed and saved for the currently running game.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Note:&lt;/span&gt; GLideN64 already contains settings for the optimal performance of most games. Be careful when altering options on &apos;Emulation&apos; and &apos;Frame buffer&apos; tab.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Checked&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;När funktionen är aktiverad lagras alla inställningar som inte är standardvärden individuellt för varje spel.&lt;/p&gt;&lt;p&gt;När ett spel körs visas och sparas inställningarna för det spel som körs för tillfället.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Observera:&lt;/span&gt; GLideN64 innehåller redan inställningar för optimal prestanda för de flesta spel. Var försiktig när du ändrar alternativen på fliken &apos;Emulering&apos; och &apos;Bildbuffert&apos;.&lt;/p&gt;&lt;p&gt;[Rekommenderad: &lt;span style=&quot; font-style:italic;&quot;&gt;Kontrollerad&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1054"/>
        <source>Use per-game settings</source>
        <translation>Använd inställningar per spel</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1088"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The N64 uses a unique method of mip-mapping that&apos;s difficult to reproduce correctly on PCs. When checked, this option emulates N64-accurate mip-mapping. When unchecked, some games have sharper distant textures.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Checked&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;N64 använder en unik metod för mip-mapping som är svår att återskapa korrekt på datorer. När detta alternativ är markerat emulerar det N64-riktig mip-mapping. När det är avmarkerat har vissa spel skarpare texturer på avstånd.&lt;/p&gt;&lt;p&gt;[Rekommenderas: &lt;span style=&quot; font-style:italic;&quot;&gt;Markerat&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1091"/>
        <source>Enable N64-style mip-mapping</source>
        <translation>Aktivera mip-mapping i N64-stil</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1101"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;In N64 games lighting is calculated per vertex. This option enables Phong shading, which provides smoother and more realistic lighting.&lt;br/&gt;&lt;br/&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Your preference&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;I N64-spel beräknas belysningen per vertex. Det här alternativet aktiverar Phong-skuggning, vilket ger en jämnare och mer realistisk belysning.&lt;br/&gt;&lt;br/&gt;[Rekommenderas: &lt;span style=&quot; font-style:italic;&quot;&gt;Din preferens&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1104"/>
        <source>Enable per-pixel lighting (better quality, HLE only)</source>
        <translation>Aktivera per-pixel-belysning (bättre kvalitet, endast HLE)</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1111"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Enable pixel coverage calculation. &lt;/span&gt;&lt;/p&gt;&lt;p&gt;Enables approximated pixel coverage calculation. N64 uses pixel coverage for anti-aliasing and in some special blending modes. Some games have wire-frame mode aka &apos;pen and ink&apos; mode. This mode also needs pixel coverage calculated. &lt;/p&gt;&lt;p&gt;[Recommended: Checked, unless performance is hurt]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Aktivera beräkning av pixeltäckning. &lt;/span&gt;&lt;/p&gt;&lt;p&gt;Aktiverar approximerad beräkning av pixeltäckning. N64 använder pixeltäckning för anti-aliasing och i vissa speciella blandningslägen. Vissa spel har wire-frame-läge, även kallat &quot;penna och bläck&quot;-läge. Detta läge behöver också pixeltäckning beräknad. &lt;/p&gt;&lt;p&gt;[Rekommenderas: Markerad, om inte prestandan påverkas negativt]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1114"/>
        <source>Enable pixel coverage calculation</source>
        <translation>Aktivera beräkning av pixeltäckning</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1121"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Enable inaccurate texture coordinates. &lt;/span&gt;&lt;/p&gt;&lt;p&gt;Enables inaccurate texture coordinate calculations. This can improve performance and texture pack compatibity at the cost of accuracy.&lt;/p&gt;&lt;p&gt;[Recommended: Unchecked, unless performance is hurt or for texture pack compatibility]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Aktivera felaktiga texturkoordinater. &lt;/span&gt;&lt;/p&gt;&lt;p&gt;Aktiverar beräkningar av felaktiga texturkoordinater. Detta kan förbättra prestanda och kompatibilitet med texturpaket på bekostnad av noggrannheten.&lt;/p&gt;&lt;p&gt;[Rekommenderas: Avmarkerad, såvida inte prestandan påverkas negativt eller för kompatibilitet med texturpaket]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1124"/>
        <source>Enable inaccurate texture coordinates</source>
        <translation>Aktivera felaktiga texturkoordinater</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1131"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use persistent storage for compiled shader programs.&lt;br/&gt;Each game uses a set of combiners. A combiner is an equation that defines how to build output color from various color inputs. GLideN64 translates shaders, and compiles shader programs on the fly. Shaders are large and complex. If the game uses several new combiners, compiling new shaders will take time and result in stuttering. When this option is checked, these shaders are saved so they&apos;re not recompiled the next time you run the game.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Checked&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Använd persistent lagring för kompilerade shaderprogram.&lt;br/&gt;Varje spel använder en uppsättning combiners. En kombinator är en ekvation som definierar hur man bygger utmatningsfärg från olika färginmatningar. GLideN64 översätter shaders och kompilerar shaderprogram i farten. Shaders är stora och komplexa. Om spelet använder flera nya kombinatorer kommer det att ta tid att kompilera nya shaders och resultera i stuttering. När det här alternativet är markerat sparas dessa shaders så att de inte kompileras på nytt nästa gång du kör spelet.&lt;/p&gt;&lt;p&gt;[Rekommenderas: &lt;span style=&quot; font-style:italic;&quot;&gt;Markerat&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1134"/>
        <source>Store compiled shaders for performance (recommended)</source>
        <translation>Lagra kompilerade shaders för prestanda (rekommenderas)</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1152"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option sets the output render buffer size. By default, the render buffer is set to the &lt;span style=&quot; font-weight:600;&quot;&gt;Same as output resolution&lt;/span&gt;, but you can set it to the &lt;span style=&quot; font-weight:600;&quot;&gt;Original N64 resolution&lt;/span&gt; or a &lt;span style=&quot; font-weight:600;&quot;&gt;Multiple of N64 resolution&lt;/span&gt;.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Det här alternativet anger storleken på bufferten för utdatarendering. Som standard är renderingsbufferten inställd på &lt;span style=&quot; font-weight:600;&quot;&gt;Samma som utgångsupplösningen&lt;/span&gt;, men du kan ställa in den på &lt;span style=&quot; font-weight:600;&quot;&gt;Original N64-upplösning&lt;/span&gt; eller en &lt;span style=&quot; font-weight:600;&quot;&gt;multipel av N64-upplösning&lt;/span&gt;.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1155"/>
        <source>Internal resolution</source>
        <translation>Intern upplösning</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1164"/>
        <source>Same as output resolution</source>
        <translation>Samma som utgångsupplösning</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1174"/>
        <source>Original N64 resolution (most accurate)</source>
        <translation>Original N64-upplösning (mest exakt)</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1191"/>
        <source>Multiple of N64 resolution:</source>
        <translation>Multipel av N64-upplösning:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1203"/>
        <source>x</source>
        <translation>x</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1234"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Some N64 games use gamma correction to brighten the image. When the frame buffer is enabled, gamma correction is applied automatically for all games that use it on the N64. You can use your own gamma correction instead with this option. The default level, used on the N64, is 2.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Unchecked; 2.00&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Vissa N64-spel använder gammakorrigering för att göra bilden ljusare. När bildbufferten är aktiverad tillämpas gammakorrigering automatiskt för alla spel som använder den på N64. Du kan använda din egen gammakorrigering istället med detta alternativ. Standardnivån, som används på N64, är 2.&lt;/p&gt;&lt;p&gt;[Rekommenderas: &lt;span style=&quot; font-style:italic;&quot;&gt;Avmarkerad; 2.00&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1237"/>
        <source>Gamma</source>
        <translation>Gamma</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1248"/>
        <source>Custom gamma correction level:</source>
        <translation>Anpassad nivå för gammakorrigering:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1340"/>
        <source>Selecting this option overrides gamma correction specified by the game.</source>
        <translation>Om du väljer det här alternativet åsidosätts gammakorrigeringen som anges av spelet.</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1371"/>
        <source>Dithering</source>
        <translation>Dithering</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1377"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Like real hardware this setting reduces the number of colors if dithering is used. Removes undesired dithering fragments. Default = enabled.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Precis som i verklig maskinvara minskar denna inställning antalet färger om dithering används. Tar bort oönskade dithering-fragment. Standard = aktiverad.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1380"/>
        <source>Enable 5bit quantization</source>
        <translation>Aktivera 5bit-kvantisering</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1387"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This setting doubles noise resolution to get a finer noise effect at higher resolutions. Default = disabled.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Denna inställning fördubblar brusupplösningen för att få en finare bruseffekt vid högre upplösningar. Standard = avaktiverad.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1390"/>
        <source>High resolution noise dithering</source>
        <translation>Högupplösande brusdithering</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1397"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This setting enables game controlled ordered grid dithering. Enable it for accurate representation. Default = disabled.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Denna inställning aktiverar spelstyrd dithering av ordnat rutnät. Aktivera det för korrekt representation. Standard = avaktiverad.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1400"/>
        <source>Dithering pattern on output image</source>
        <translation>Dithering-mönster på utgående bild</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1409"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;RDRAM dithering prevents color banding in games with framebuffer effects.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;RDRAM-dithering förhindrar färgbandning i spel med framebuffereffekter.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1412"/>
        <source>RDRAM image dithering:</source>
        <translation>Dithering av RDRAM-bilder:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1419"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Settings: Disabled, Bayer ordered grid dithering, Magic Square ordered grid dithering or blue noise dithering. Blue noise dithering produces unobtrusive results. Default = blue noise dithering.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Inställningar: Disabled, Bayer ordered grid dithering, Magic Square ordered grid dithering eller blue noise dithering. Blue noise dithering ger diskreta resultat. Standard = dithering med blått brus.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1423"/>
        <source>disable</source>
        <translation>inaktivera</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1428"/>
        <source>Bayer</source>
        <translation>Bayer</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1433"/>
        <source>Magic square</source>
        <translation>Magisk kvadrat</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1438"/>
        <source>Blue noise</source>
        <translation>Blått brus</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1451"/>
        <source>2D elements</source>
        <translation>2D-element</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1479"/>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1489"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When checked, 2D elements are rendered at the N64s resolution before copying them to output. This usually eliminates display issues with 2D elements, but it can be slow. This option uses heuristics to detect adjacent 2D elements that doesn&apos;t work for every game.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Checked, unless you have performance problems&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;När detta alternativ är markerat renderas 2D-element med N64:s upplösning innan de kopieras till utdata. Detta eliminerar vanligtvis visningsproblem med 2D-element, men det kan vara långsamt. Det här alternativet använder heuristik för att upptäcka intilliggande 2D-element, vilket inte fungerar för alla spel.&lt;/p&gt;&lt;p&gt;[Rekommenderas: Markerat, &lt;span style=&quot; font-style:italic;&quot;&gt;om du inte har prestandaproblem&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1482"/>
        <source>Render 2D elements in N64 resolution (best quality, can be slow):</source>
        <translation>Rendera 2D-element i N64-upplösning (bästa kvalitet, kan vara långsamt):</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1493"/>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2146"/>
        <source>Disable</source>
        <translation>Inaktivera</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1498"/>
        <source>Enable optimized</source>
        <translation>Aktivera optimerad</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1503"/>
        <source>Enable unoptimized</source>
        <translation>Aktivera avoptimerad</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1515"/>
        <source>Remove colored halos around transparent objects</source>
        <translation>Ta bort färgade halos runt transparenta objekt</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1522"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Bound texture rectangle texture coordinates to the values they take in native resolutions. It prevents garbage due to fetching out of texture bounds, but can result in hard edges.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Binder texturrektangelns texturkoordinater till de värden de har i ursprungliga upplösningar. Det förhindrar skräp på grund av hämtning utanför texturgränserna, men kan resultera i hårda kanter.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1525"/>
        <source>Enable native-res bounds for texture coordinates</source>
        <translation>Aktivera native-res-gränser för texturkoordinater</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1541"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;In some games the coordinates for parts of 2D elements are not aligned: there is a half-pixel split between adjacent elements. When rendering at the N64&apos;s original resolution it isn&apos;t visible, but when the image is scaled up it results in black lines. This option attempts to connect these 2D elements.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;For adjacent 2D elements&lt;/span&gt;: Apply the correction only for polygons that need it. Select this option for games that have issues with black lines.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Always&lt;/span&gt;: Apply the correction for every 2D element. Select this option when &lt;span style=&quot; font-weight:600;&quot;&gt;For adjacent 2D elements&lt;/span&gt; doesn&apos;t help.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Never&lt;/span&gt;: Don&apos;t attempt to correct black lines between 2D elements.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Game dependent, mostly Never&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;I vissa spel är koordinaterna för delar av 2D-element inte i linje: det finns en halvpixel mellan intilliggande element. Vid rendering i N64:s originalupplösning syns det inte, men när bilden skalas upp blir det svarta linjer. Detta alternativ försöker koppla samman dessa 2D-element.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;För intilliggande 2D-element&lt;/span&gt;: Tillämpa korrigeringen endast för polygoner som behöver den. Välj det här alternativet för spel som har problem med svarta linjer.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Alltid&lt;/span&gt;: Tillämpa korrigeringen för varje 2D-element. Välj det här alternativet när det inte hjälper med &lt;span style=&quot; font-weight:600;&quot;&gt;För intilliggande 2D-element&lt;/span&gt;.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Aldrig&lt;/span&gt;: Försök inte korrigera svarta linjer mellan 2D-element.&lt;/p&gt;&lt;p&gt;[Rekommenderas: &lt;span style=&quot; font-style:italic;&quot;&gt;Spelberoende, oftast Aldrig&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1562"/>
        <source>Fix black lines between 2D elements:</source>
        <extracomment>2D elements, formerly labelled texrects, are usually used for title screens or HUDs</extracomment>
        <translation>Fixa svarta linjer mellan 2D-element:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1578"/>
        <source>For adjacent 2D elements</source>
        <extracomment>The label for this control is &quot;Fix black lines between 2D elements&quot;</extracomment>
        <translation>För intilliggande 2D-element</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1588"/>
        <source>Always</source>
        <extracomment>The label for this control is &quot;Fix black lines between 2D elements&quot;</extracomment>
        <translation>Alltid</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1598"/>
        <source>Never</source>
        <extracomment>The label for this control is &quot;Fix black lines between 2D elements&quot;</extracomment>
        <translation>Aldrig</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1627"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Background is a complex macro command used to render large (normally full screen) images. Since background images usually don&apos;t fit texture memory, the microcode splits them on narrow strips and renders them one by one. HLE code has two modes to emulate background commands:&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;One piece&lt;/span&gt;: The whole background image rendred as one textured rectangle. This method is normally much faster, but the result is not always correct.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Stripped&lt;/span&gt;: This method emulates background commands as close as possible to actual microcode implementation. It&apos;s slower but more precise. Another problem: some games may have gaps between rendered strips in high resolution. Use &amp;quot;Render 2D elements in N64 resolution&amp;quot; option to remove the gaps.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Game dependent, mostly Stripped&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Background är ett komplext makrokommando som används för att rendera stora bilder (normalt i helskärm). Eftersom bakgrundsbilder vanligtvis inte ryms i texturminnet delar mikrokoden upp dem på smala remsor och renderar dem en efter en. HLE-koden har två lägen för att emulera bakgrundskommandon:&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;En bit&lt;/span&gt;: Hela bakgrundsbilden renderas som en texturerad rektangel. Den här metoden är normalt mycket snabbare, men resultatet blir inte alltid korrekt.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Avskalad&lt;/span&gt;: Den här metoden emulerar bakgrundskommandon så nära den faktiska implementeringen av mikrokoden som möjligt. Den är långsammare men mer exakt. Ett annat problem: vissa spel kan ha luckor mellan renderade remsor i hög upplösning. Använd alternativet &amp;quot;Rendera 2D-element i N64-upplösning&amp;quot; för att ta bort luckorna.&lt;/p&gt;&lt;p&gt;[Rekommenderas: &lt;span style=&quot; font-style:italic;&quot;&gt;Spelberoende, mestadels Stripped&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1648"/>
        <source>Background rendering mode (HLE only):</source>
        <translation>Renderingsläge för bakgrund (endast HLE):</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1655"/>
        <source>One piece</source>
        <translation>Ett stycke</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1662"/>
        <source>Stripped</source>
        <translation>Randig</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1759"/>
        <source>Frame buffer</source>
        <translation>Framebuffer</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1788"/>
        <source>Emulate frame buffer</source>
        <translation>Emulera framebuffer</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1829"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Unchecking this option disables many effects including cropping, aspect ratio, N64 resolution factor, N64-style depth compare and more. Don&apos;t uncheck this option unless you have performance issues.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Om du avmarkerar det här alternativet inaktiveras många effekter, inklusive beskärning, bildförhållande, N64-upplösningsfaktor, N64-liknande djupjämförelse och mer. Avmarkera inte det här alternativet om du inte har prestandaproblem.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1888"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When checked, the auxiliary color buffer is copied to N64 memory right after rendering to it is finished. This option helps to correctly emulate frame buffer effects in some games. This option may noticeably reduce performance.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Usually unchecked&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;När alternativet är markerat kopieras den extra färgbufferten till N64-minnet direkt efter att renderingen till den är klar. Detta alternativ hjälper till att korrekt emulera bildbuffertens effekter i vissa spel. Detta alternativ kan märkbart minska prestandan.&lt;/p&gt;&lt;p&gt;[Rekommenderat: &lt;span style=&quot; font-style:italic;&quot;&gt;Vanligtvis avmarkerat&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1891"/>
        <source>Copy auxiliary color buffers to N64 memory (sometimes slow, fewer game issues)</source>
        <translation>Kopiera extra färgbuffertar till N64-minnet (ibland långsamt, färre spelproblem)</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1905"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option controls how often GLideN64 updates the main frame buffer.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Vertical interrupt&lt;/span&gt;: Update the buffer as quickly as possible, every vertical interrupt per second (50 for PAL and 60 for NTSC games). This option is the most compatible. Use this mode unless you have performance problems.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;VI origin change&lt;/span&gt;: The VI origin changes corresponding to the game&apos;s actual FPS. N64 games typically run between 20 to 30 FPS so the buffers swap less often than the first mode. This mode does not work for games that use single buffering, which is rare.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Color buffer change&lt;/span&gt;: This option checks to see if the frame buffer has been changed. There are some games where this doesn&apos;t work.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Detta alternativ styr hur ofta GLideN64 uppdaterar huvudbildsbufferten.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Vertikalt av&lt;/span&gt;brott: Uppdatera bufferten så snabbt som möjligt, varje vertikalt avbrott per sekund (50 för PAL och 60 för NTSC-spel). Detta alternativ är det mest kompatibla. Använd detta läge om du inte har prestandaproblem.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;VI-ursprungsändring&lt;/span&gt;: VI-ursprunget ändras i enlighet med spelets faktiska FPS. N64-spel körs vanligtvis mellan 20 och 30 FPS så buffertarna byts ut mindre ofta än i det första läget. Det här läget fungerar inte för spel som använder enkel buffring, vilket är sällsynt.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Förändring av färgbuffert&lt;/span&gt;: Det här alternativet kontrollerar om bildbufferten har ändrats. Det finns vissa spel där detta inte fungerar.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1926"/>
        <source>Frame buffer swap on:</source>
        <translation>Byte av rambuffert på:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1934"/>
        <source>Vertical interrupt (recommended, fewest game issues)</source>
        <extracomment>&quot;Vertical interrupt&quot; is frequently abbreviated as &quot;VI&quot;. This control is a combobox labelled &quot;Frame buffer swap on:&quot;</extracomment>
        <translation>Vertikalt avbrott (rekommenderas, minst spelproblem)</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1939"/>
        <source>VI origin change (faster, few game issues)</source>
        <extracomment>&quot;VI&quot; stands for &quot;vertical interrupt&quot;. This control is a combobox labelled &quot;Frame buffer swap on:&quot;</extracomment>
        <translation>Ändring av VI-ursprung (snabbare, få spelproblem)</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1944"/>
        <source>Color buffer change (fastest, some game issues)</source>
        <extracomment>This control is a combobox labelled &quot;Frame buffer swap on:&quot;</extracomment>
        <translation>Ändring av färgbuffert (snabbast, vissa spelproblem)</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1973"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Some emulators do a poor job of detecting when to read/write frame buffers. You can disable emulator help to let GLideN64 read/write frame buffers itself.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Usually unchecked, but for some games/emulators it may be faster checked&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Vissa emulatorer gör ett dåligt jobb med att upptäcka när de ska läsa/skriva rambuffertar. Du kan inaktivera emulatorhjälp för att låta GLideN64 läsa/skriva bildbuffertar själv.&lt;/p&gt;&lt;p&gt;[Rekommenderas: &lt;span style=&quot; font-style:italic;&quot;&gt;Vanligtvis avmarkerad, men för vissa spel/emulatorer kan det vara snabbare markerat&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1976"/>
        <source>Use emulator help to read/write frame buffers</source>
        <translation>Använd emulatorhjälp för att läsa/skriva rambuffertar</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1986"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When checked, the color buffer will be read in chunks. Otherwise, the buffer will be read in its entirety. If a game needs to read the entire buffer, selecting this option may be slow.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Usually unchecked, because the color buffer is usually read entirely&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;När den är markerad kommer färgbufferten att läsas i bitar. Annars läses bufferten i sin helhet. Om ett spel behöver läsa hela bufferten kan det vara långsamt att välja det här alternativet.&lt;/p&gt;&lt;p&gt;[Rekommenderas: &lt;span style=&quot; font-style:italic;&quot;&gt;Vanligtvis avmarkerat, eftersom färgbufferten vanligtvis läses&lt;/span&gt; i sin &lt;span style=&quot; font-style:italic;&quot;&gt;helhet&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1989"/>
        <source>Read color buffer in 4 KB chunks</source>
        <extracomment>&quot;Read&quot; refers to &quot;Use emulator help to read/write frame buffers&quot;</extracomment>
        <translation>Läsa färgbuffert i 4 KB-bitar</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1996"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When checked, the depth buffer will be read in chunks. Otherwise the buffer will be read in its entirety. If a game needs to read the entire buffer, selecting this option may be slow.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Checked, because the depth buffer is not often read entirely&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;När detta är markerat kommer djupbufferten att läsas i bitar. Annars läses bufferten i sin helhet. Om ett spel behöver läsa hela bufferten kan det vara långsamt att välja det här alternativet.&lt;/p&gt;&lt;p&gt;[Rekommenderas: Markerat, &lt;span style=&quot; font-style:italic;&quot;&gt;eftersom djupbufferten inte ofta läses&lt;/span&gt; i sin &lt;span style=&quot; font-style:italic;&quot;&gt;helhet&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1999"/>
        <source>Read depth buffer in 4 KB chunks</source>
        <extracomment>&quot;Read&quot; refers to &quot;Use emulator help to read/write frame buffers&quot;</extracomment>
        <translation>Läsa djupbuffert i 4 KB-bitar</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2017"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;In some games GLideN64 can&apos;t detect when the game uses the frame buffer. With these options, you can have GLideN64 copy each frame of your video card&apos;s frame buffer to N64 memory.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Never&lt;/span&gt;: Disable copying buffers from video card.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Synchronous&lt;/span&gt;: Effects are detected for all games, but it can be slow. Use for games where &lt;span style=&quot; font-weight:600;&quot;&gt;Asynchronous&lt;/span&gt; doesn&apos;t work.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Asynchronous&lt;/span&gt;: Effects are detected for most games.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Usually Asynchronous&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;I vissa spel kan GLideN64 inte upptäcka när spelet använder bildbufferten. Med dessa alternativ kan du få GLideN64 att kopiera varje bildruta från ditt grafikkorts bildbuffert till N64-minnet.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Aldrig - aldrig&lt;/span&gt;: Avaktivera kopiering av buffertar från grafikkortet.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Synchronous&lt;/span&gt;: Effekter detekteras för alla spel, men det kan gå långsamt. Används för spel där &lt;span style=&quot; font-weight:600;&quot;&gt;Asynkron&lt;/span&gt; inte fungerar.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Asynkron&lt;/span&gt;: Effekter upptäcks i de flesta spel.&lt;/p&gt;&lt;p&gt;[Rekommenderas: &lt;span style=&quot; font-style:italic;&quot;&gt;Vanligtvis asynkron&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2038"/>
        <source>Copy video card frame buffer to N64 memory:</source>
        <translation>Kopiera grafikkortets rambuffert till N64-minnet:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2046"/>
        <source>Never (fastest, many game issues)</source>
        <extracomment>This is a combobox option with the label &quot;Copy video card frame buffer to N64 memory&quot;.</extracomment>
        <translation>Aldrig (snabbast, många spelproblem)</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2051"/>
        <source>Synchronous (slowest, fewest game issues)</source>
        <extracomment>This is a combobox option with the label &quot;Copy video card frame buffer to N64 memory&quot;.</extracomment>
        <translation>Synkron (långsammast, minst spelproblem)</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2056"/>
        <source>Asynchronous (fast, few game issues)</source>
        <extracomment>This is a combobox option with the label &quot;Copy video card frame buffer to N64 memory&quot;.</extracomment>
        <translation>Asynkron (snabb, få spelproblem)</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2067"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The depth buffer is used to emulate some effects (e.g. coronas):&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Never&lt;/span&gt;: Depth buffer is disabled.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;From VRAM&lt;/span&gt;: Your video card&apos;s depth buffer is copied to N64 memory each frame, which can be slow on some games.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;In software&lt;/span&gt;: Generally faster than copying from VRAM, but the result can be imperfect.&lt;/p&gt;&lt;p&gt;[Recommended:&lt;span style=&quot; font-style:italic;&quot;&gt; In software&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Djupbufferten används för att emulera vissa effekter (t.ex. coronas):&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Aldrig&lt;/span&gt;: Djupbufferten är avaktiverad.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Från VRAM&lt;/span&gt;: Ditt grafikkorts djupbuffert kopieras till N64-minnet varje bildruta, vilket kan gå långsamt i vissa spel.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;I programvara&lt;/span&gt;: Generellt snabbare än att kopiera från VRAM, men resultatet kan vara ofullständigt.&lt;/p&gt;&lt;p&gt;[Rekommenderas: I&lt;span style=&quot; font-style:italic;&quot;&gt; programvara&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2094"/>
        <source>Copy video card depth buffer to N64 memory:</source>
        <translation>Kopiera grafikkortets djupbuffert till N64-minnet:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2102"/>
        <source>Never (fastest, most game issues)</source>
        <extracomment>This is a combobox option with the label &quot;Copy video card frame buffer to N64 memory&quot;.</extracomment>
        <translation>Aldrig (snabbast, mest spelproblem)</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2107"/>
        <source>From VRAM (slow, some game issues)</source>
        <extracomment>This is a combobox option with the label &quot;Copy video card frame buffer to N64 memory&quot;.</extracomment>
        <translation>Från VRAM (långsam, vissa spelproblem)</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2112"/>
        <source>In software (fast, fewest game issues)</source>
        <extracomment>This is a combobox option with the label &quot;Copy video card frame buffer to N64 memory&quot;.</extracomment>
        <translation>I mjukvara (snabb, få spelproblem)</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2132"/>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2142"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The N64 uses a unique method of calculating depth to the camera. When enabled, GlideN64 uses shaders to try to emulate these calculations correctly. Not compatible with anti-aliasing. &lt;span style=&quot; font-weight:600;&quot;&gt;Experimental!&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Fast mode requires OpenGL 4.2 and &amp;quot;fragment shader interlock&amp;quot; extensions.&lt;/p&gt;&lt;p&gt;Compatible mode requires only core OpenGL 4.2 &lt;span style=&quot; font-weight:600;&quot;&gt;Can be slow!&lt;/span&gt;&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Sometimes checked, for several games&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;N64 använder en unik metod för att beräkna djupet till kameran. När den är aktiverad använder GlideN64 shaders för att försöka emulera dessa beräkningar korrekt. Inte kompatibel med anti-aliasing. &lt;span style=&quot; font-weight:600;&quot;&gt;Experimentell!&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Snabbt läge kräver OpenGL 4.2 och &amp;quot;fragment shader interlock&amp;quot;-tillägg.&lt;/p&gt;&lt;p&gt;Kompatibelt läge kräver endast OpenGL 4.2 &lt;span style=&quot; font-weight:600;&quot;&gt;Kan vara långsamt!&lt;/span&gt;&lt;/p&gt;&lt;p&gt;[Rekommenderas: &lt;span style=&quot; font-style:italic;&quot;&gt;Ibland kontrollerat, för flera spel&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2135"/>
        <source>N64-style depth compare (experimental, disables MSAA)</source>
        <translation>N64-liknande djupjämförelse (experimentell, inaktiverar MSAA)</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2151"/>
        <source>Fast</source>
        <translation>Snabb</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2156"/>
        <source>Compatible</source>
        <translation>Kompatibel</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2166"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enable force depth buffer clear. A hack. Necessary for Eikou no Saint Andrews.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;off, except for Eikou no Saint Andrews&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Aktivera tvinga djupbuffertrensning. Ett hack. Nödvändigt för Eikou no Saint Andrews.&lt;/p&gt;&lt;p&gt;[Rekommenderas: &lt;span style=&quot; font-style:italic;&quot;&gt;av, utom för Eikou no Saint Andrews&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2169"/>
        <source>Force depth buffer clear</source>
        <translation>Tvinga fram en djup buffert</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2176"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When this option is checked, the frame buffer is rendered directly to the screen. This prevents some graphic problems but may cause slowdowns or visual quality problems.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Usually unchecked&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;När det här alternativet är markerat återges bildbufferten direkt på skärmen. Detta förhindrar vissa grafiska problem men kan orsaka nedgångar eller problem med den visuella kvaliteten.&lt;/p&gt;&lt;p&gt;[Rekommenderat: &lt;span style=&quot; font-style:italic;&quot;&gt;Vanligtvis avmarkerat&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2179"/>
        <source>Render N64 frame buffer to output</source>
        <translation>Rendera N64-bildbuffert till utdata</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2186"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option is required for some Reshade depth dependant effects, such as SSAO and depth of field.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;only if you use Reshade and need depth dependant effects&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Det här alternativet krävs för vissa djupberoende effekter i Reshade, t.ex. SSAO och skärpedjup.&lt;/p&gt;&lt;p&gt;[Rekommenderas: &lt;span style=&quot; font-style:italic;&quot;&gt;endast om du använder Reshade och behöver djupberoende effekter&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2189"/>
        <source>Copy depth to main depth buffer</source>
        <translation>Kopiera djup till huvudbufferten för djup</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2237"/>
        <source>Texture enhancement</source>
        <translation>Förbättring av textur</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2246"/>
        <source>N64 textures</source>
        <translation>N64-texturer</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2265"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This filter smooths or sharpens textures. There are four smoothing filters and two sharpening filters. The higher the number, the stronger the effect. Performance may be affected depending on the game and/or your PC.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Your preference&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Detta filter jämnar ut eller skärper texturer. Det finns fyra utjämningsfilter och två skärpningsfilter. Ju högre siffra, desto starkare effekt. Prestanda kan påverkas beroende på spelet och/eller din dator.&lt;/p&gt;&lt;p&gt;[Rekommenderas: &lt;span style=&quot; font-style:italic;&quot;&gt;Din preferens&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2283"/>
        <source>Filter:</source>
        <translation>Filtrera:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2291"/>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2361"/>
        <source>None</source>
        <extracomment>No texture filtering----------No texture enhancement</extracomment>
        <translation>Ingen</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2296"/>
        <source>Smooth filtering 1</source>
        <translation>Smidig filtrering 1</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2301"/>
        <source>Smooth filtering 2</source>
        <translation>Smidig filtrering 2</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2306"/>
        <source>Smooth filtering 3</source>
        <translation>Smidig filtrering 3</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2311"/>
        <source>Smooth filtering 4</source>
        <translation>Smidig filtrering 4</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2316"/>
        <source>Sharp filtering 1</source>
        <translation>Skarp filtrering 1</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2321"/>
        <source>Sharp filtering 2</source>
        <translation>Skarp filtrering 2</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2332"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;There are 12 distinct filters to select. Depending on which filter, they may cause performance problems.&lt;/p&gt;&lt;p&gt;When &lt;span style=&quot; font-weight:600;&quot;&gt;Store&lt;/span&gt; is selected, textures are saved to the cache as-is. This improves performance in games that load many textures. Uncheck &lt;span style=&quot; font-weight:600;&quot;&gt;Disable for backgrounds&lt;/span&gt; for the best performance.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Your preference&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Det finns 12 olika filter att välja mellan. Beroende på vilket filter som väljs kan de orsaka prestandaproblem.&lt;/p&gt;&lt;p&gt;När &lt;span style=&quot; font-weight:600;&quot;&gt;Store&lt;/span&gt; väljs sparas texturerna i cacheminnet som de är. Detta förbättrar prestandan i spel som laddar många texturer. Avmarkera &lt;span style=&quot; font-weight:600;&quot;&gt;Inaktivera för bakgrunder&lt;/span&gt; för bästa prestanda.&lt;/p&gt;&lt;p&gt;[Rekommenderas: &lt;span style=&quot; font-style:italic;&quot;&gt;Din preferens&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2353"/>
        <source>Enhancement:</source>
        <translation>Förbättring:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2366"/>
        <source>Store</source>
        <extracomment>Store texture enhancement</extracomment>
        <translation>Lagra</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2470"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option enables a pre-processing step that reduces posterization issues on enhanced textures.&lt;/p&gt;&lt;p&gt;[Recommended:&lt;span style=&quot; font-style:italic;&quot;&gt; Checked for xBRZ&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Detta alternativ aktiverar ett förbehandlingssteg som minskar problem med posterisering på förbättrade texturer.&lt;/p&gt;&lt;p&gt;[Rekommenderas:&lt;span style=&quot; font-style:italic;&quot;&gt; Kontrollerat för xBRZ&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2473"/>
        <source>Decrease color banding (recommended for xBRZ enhancement)</source>
        <translation>Minska färgbandning (rekommenderas för xBRZ-förbättring)</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2480"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option skips texture enhancements for long, narrow textures that are usually used for backgrounds. This may save texture memory and improve performance.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Checked, unless Enhancement is set to Store&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Detta alternativ hoppar över texturförbättringar för långa, smala texturer som vanligtvis används för bakgrunder. Detta kan spara texturminne och förbättra prestandan.&lt;/p&gt;&lt;p&gt;[Rekommenderas: &lt;span style=&quot; font-style:italic;&quot;&gt;Markerat, om inte Förbättring är inställt på Lagra&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2483"/>
        <source>Disable for backgrounds</source>
        <translation>Inaktivera för bakgrunder</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2490"/>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2685"/>
        <source>Use file storage instead of memory cache</source>
        <translation>Använd fillagring i stället för minnescache</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2504"/>
        <source>Use texture pack</source>
        <translation>Använd texturpaket</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2534"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Select path to the folder with texture packs.&lt;br/&gt;Default: Plugin/hires_texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Välj sökväg till mappen med texturpaket.&lt;br/&gt;Standard: Plugin/hires_textur&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2564"/>
        <source>Texture pack path:</source>
        <translation>Texturpaket sökväg:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2577"/>
        <source>Texture cache path:</source>
        <translation>Texturens cache-sökväg:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2599"/>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2615"/>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2631"/>
        <source>...</source>
        <translation>...</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2647"/>
        <source>Texture dump path:</source>
        <translation>Textur dumpningssökväg:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2662"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When this option is cleared, textures will be loaded as they are when using Rice Video: transparencies either on or off. When this option is selected, GlideN64 will check how the texture&apos;s alpha channel was designed and will select the most appropriate format. This gives texture pack designers freedom to use semi-transparent textures.&lt;/p&gt;&lt;p&gt;Clear this option for older or poorly designed texture packs.&lt;/p&gt;&lt;p&gt;[Recommended:&lt;span style=&quot; font-style:italic;&quot;&gt; Texture pack dependent&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;När det här alternativet är avmarkerat laddas texturerna som de är när du använder Rice Video: transparenser antingen på eller av. När det här alternativet är valt kommer GlideN64 att kontrollera hur texturens alfakanal utformades och välja det lämpligaste formatet. Detta ger texturpaketdesigners frihet att använda halvgenomskinliga texturer.&lt;/p&gt;&lt;p&gt;Avmarkera det här alternativet för äldre eller dåligt utformade texturpaket.&lt;/p&gt;&lt;p&gt;[Rekommenderas: Beroende&lt;span style=&quot; font-style:italic;&quot;&gt; av texturpaket&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2665"/>
        <source>Use full transparencies (recommended for newer texture packs)</source>
        <translation>Använd full transparens (rekommenderas för nyare texturpaket)</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2672"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option emulates a palette CRC calculation bug in Rice Video. If you have problems loading textures, try checking or unchecking this option.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Mostly unchecked, checked for old texture packs&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Detta alternativ emulerar ett fel i palettens CRC-beräkning i Rice Video. Om du har problem med att ladda texturer kan du prova att markera eller avmarkera det här alternativet.&lt;/p&gt;&lt;p&gt;[Rekommenderat: &lt;span style=&quot; font-style:italic;&quot;&gt;Mestadels avmarkerat, markerat för gamla texturpaket&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2675"/>
        <source>Alternative CRC calculation (for old Rice Video packs)</source>
        <translation>Alternativ CRC-beräkning (för gamla Rice Video-paket)</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2682"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option enables alternative storage for hi-res textures.&lt;/p&gt;&lt;p&gt;Normally memory cache is used. It keeps all hi-res textures in RAM and thus limited by available RAM size.&lt;/p&gt;&lt;p&gt;File storage keeps texture cache on HDD. It is slower than memory cache, but has virtually no limits on cache size.&lt;/p&gt;&lt;p&gt;Disable &amp;quot;Compress texture cache&amp;quot; option for better performance.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Det här alternativet möjliggör alternativ lagring av högupplösta texturer.&lt;/p&gt;&lt;p&gt;Normalt används minnescache. Den lagrar alla högupplösta texturer i RAM-minnet och begränsas därmed av den tillgängliga RAM-minnesstorleken.&lt;/p&gt;&lt;p&gt;Med fillagring sparas texturcachen på hårddisken. Den är långsammare än minnescachen, men har praktiskt taget inga begränsningar när det gäller cachestorlek.&lt;/p&gt;&lt;p&gt;Avaktivera alternativet &amp;quot;Komprimera texturcache&amp;quot; för bättre prestanda.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2692"/>
        <source>Use no file storage or cache (causes worse stutter, not recommended for playing games)</source>
        <translation>Använd ingen fillagring eller cache (orsakar sämre stuttering, rekommenderas inte för spel)</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2707"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enhanced and filtered textures can be cached to improve performance. This option adjusts how much memory is dedicated to the texture cache. This can improve performance if there are many requests for the same texture, which is usually the case. Normally 128 MB should be more than enough, but the best option is different for each game. Super Mario 64 may not need more than 32 MB, but Conker&apos;s Bad Fur Day can take advantage of 256 MB+. Adjust accordingly if you are having performance problems. Setting this option to 0 disables the cache.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;PC and game dependent&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Förbättrade och filtrerade texturer kan cachelagras för att förbättra prestandan. Det här alternativet justerar hur mycket minne som ska avsättas för texturcachen. Detta kan förbättra prestandan om det finns många förfrågningar om samma textur, vilket oftast är fallet. Normalt bör 128 MB vara mer än tillräckligt, men det bästa alternativet är olika för varje spel. Super Mario 64 kanske inte behöver mer än 32 MB, men Conker&apos;s Bad Fur Day kan dra nytta av 256 MB+. Justera i enlighet med detta om du har prestandaproblem. Om du ställer in det här alternativet på 0 inaktiveras cacheminnet.&lt;/p&gt;&lt;p&gt;[Rekommenderas: &lt;span style=&quot; font-style:italic;&quot;&gt;PC- och spelberoende&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2734"/>
        <source>Size of memory cache for enhanced textures:</source>
        <translation>Storlek på minnescache för förbättrade texturer:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2747"/>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2807"/>
        <source> MB</source>
        <extracomment>Megabytes</extracomment>
        <translation> MB</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2800"/>
        <source>Limit hi-res textures size in VRAM (0 = no limit): </source>
        <translation>Begränsa storleken på högupplösta texturer i VRAM (0 = ingen begränsning): </translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2841"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option saves all previously loaded and enhanced textures to your PC. When the game is next launched, textures don&apos;t have to be recreated, causing smoother performance.&lt;/p&gt;&lt;p&gt;When using texture packs, loading packs will take only a few seconds when the game is launched as opposed to the 5–60 seconds that loading usually takes. However, if you change the texture pack you&apos;ll have to manually delete the texture cache. Saved cache files are saved to a folder called Cache within the plugins folder.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Checked&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Detta alternativ sparar alla tidigare inlästa och förbättrade texturer på datorn. När spelet startas nästa gång behöver texturerna inte återskapas, vilket ger jämnare prestanda.&lt;/p&gt;&lt;p&gt;När du använder texturpaket tar det bara några sekunder att ladda paketen när spelet startas, i motsats till de 5-60 sekunder som laddningen vanligtvis tar. Om du ändrar texturpaketet måste du dock radera texturcachen manuellt. Sparade cachefiler sparas i en mapp som heter Cache i plugins-mappen.&lt;/p&gt;&lt;p&gt;[Rekommenderas: &lt;span style=&quot; font-style:italic;&quot;&gt;Kontrollerad&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2844"/>
        <source>Save enhanced texture cache to hard disk</source>
        <translation>Spara förbättrad texturcache på hårddisken</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2854"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Textures will be compressed so more textures can be held in the cache. The compression ratio varies per texture, but the compression is typically 1/5 of the original size.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Checked&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Texturerna komprimeras så att fler texturer kan lagras i cacheminnet. Komprimeringsgraden varierar beroende på textur, men komprimeringen är vanligtvis 1/5 av den ursprungliga storleken.&lt;/p&gt;&lt;p&gt;[Rekommenderas: &lt;span style=&quot; font-style:italic;&quot;&gt;Kontrollerad&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2857"/>
        <source>Compress texture cache</source>
        <translation>Komprimera texturcache</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2864"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This option halves the space used by textures in the texture cache and video card memory to improve performance. When reducing the color, GLideN64 tries to perserve the original quality as much as possible. On most textures it&apos;s hardly noticeable, but some textures, like skies, can look noticeably worse.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Unchecked&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Detta alternativ halverar utrymmet som används av texturer i texturcachen och grafikkortets minne för att förbättra prestandan. När färgen reduceras försöker GLideN64 att bevara originalkvaliteten så mycket som möjligt. På de flesta texturer är det knappt märkbart, men vissa texturer, som himlar, kan se märkbart sämre ut.&lt;/p&gt;&lt;p&gt;[Rekommenderad: &lt;span style=&quot; font-style:italic;&quot;&gt;Avmarkerad&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2867"/>
        <source>Convert textures to 16 bpp</source>
        <translation>Konvertera texturer till 16 bpp</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2890"/>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1009"/>
        <source>OSD</source>
        <translation>OSD</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2893"/>
        <source>On-screen display</source>
        <translation>Gränssnitt On Screen Display</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2906"/>
        <source>Position</source>
        <translation>Position</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2950"/>
        <source>Right</source>
        <translation>Höger</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3002"/>
        <source>Bottom left</source>
        <translation>Nederst till vänster</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3054"/>
        <source>Top</source>
        <translation>Överst</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3106"/>
        <source>Bottom right</source>
        <translation>Höger nederkant</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3161"/>
        <source>Left</source>
        <translation>Vänster</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3252"/>
        <source>Top left</source>
        <translation>Överst till vänster</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3304"/>
        <source>Bottom</source>
        <translation>Nederst</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3356"/>
        <source>Top right</source>
        <translation>Överst till höger</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3393"/>
        <source>Display FPS</source>
        <translation>Visa bilder/s</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3400"/>
        <source>Display VI/s</source>
        <translation>Visa VI/s</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3407"/>
        <source>Display percentage</source>
        <translation>Visa procentandel</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3414"/>
        <source>Display internal resolution</source>
        <translation>Visa intern upplösning</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3421"/>
        <source>Display rendering resolution</source>
        <translation>Visa renderingsupplösning</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3428"/>
        <source>Display statistics</source>
        <translation>Visa statistik</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3452"/>
        <source>Font</source>
        <translation>Typsnitt</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3508"/>
        <source>Size:</source>
        <extracomment>Font size</extracomment>
        <translation>Storlek:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3521"/>
        <source> px</source>
        <extracomment>Short for font size pixels; include a leading space if appropriate</extracomment>
        <translation> px</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3556"/>
        <source>Color:</source>
        <translation>Färg:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3584"/>
        <source>████</source>
        <translation>████</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3622"/>
        <source>Preview</source>
        <translation>Förhandsvisa</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3669"/>
        <source>1. The font preview only shows the regular style for the font family. Some styles like bold and italic display only in game.

2. If the desired font is not listed above:
* navigate to your installation where GLideN64.ini is located, and open it with a text editor.
* find your active profile [Default = User],
* change the value of &quot;font\name=NAME.ttf&quot; to &quot;font\name=Full Name of Font.ttf&quot;
   do not include the path to where the font is located before the name.
* save the file.

The font&apos;s full name can be found in Settings&gt;Personalization&gt;Fonts</source>
        <translation>1. Förhandsgranskningen av teckensnitt visar bara den vanliga stilen för teckensnittsfamiljen. Vissa stilar, som fet och kursiv, visas bara i spelet.

2. Om det önskade teckensnittet inte är listat ovan:
* navigera till din installation där GLideN64.ini finns, och öppna den med en textredigerare.
* hitta din aktiva profil [Standard = Användare],
* ändra värdet på &quot;font\name=NAME.ttf&quot; till &quot;font\name=Fullständigt namn på Font.ttf&quot;
   inkludera inte sökvägen till var teckensnittet finns före namnet.
* spara filen.

Fontens fullständiga namn kan hittas i Inställningar&gt;Personalisering&gt;Fonts</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3733"/>
        <source>Hotkey</source>
        <translation>Snabbtangent</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3747"/>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="466"/>
        <source>Debug</source>
        <translation>Felsök</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3756"/>
        <source>Dump low-level info</source>
        <translation>Dumpa information på låg nivå</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3763"/>
        <source>Dump display list commands</source>
        <translation>Dumpning av kommandon för visningslista</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3770"/>
        <source>Dump detailed info (matrices, vertices, etc.)</source>
        <translation>Dumpning av detaljerad information (matriser, vertikaler etc.)</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3827"/>
        <source>This game</source>
        <translation>Detta spel</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3834"/>
        <source>Save settings for:</source>
        <translation>Spara inställningar för:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3841"/>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3851"/>
        <source>Settings profile:</source>
        <translation>Inställningsprofil:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3871"/>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1128"/>
        <source>Remove</source>
        <translation>Ta bort</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="79"/>
        <source>Toggle textures dump</source>
        <translation>Växla texturer dumpning</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="81"/>
        <source>Reload HD textures</source>
        <translation>Läs om HD-texturer</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="83"/>
        <source>Toggle HD textures</source>
        <translation>Växla HD-texturer</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="85"/>
        <source>Toggle texcoords bounds</source>
        <translation>Växla texcoordsgränser</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="87"/>
        <source>Toggle 2D texrects in native resolution</source>
        <translation>Växla 2D-textregister i inbyggd upplösning</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="89"/>
        <source>Toggle VSync</source>
        <translation>Växla VSync</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="91"/>
        <source>Toggle frame buffer emulation</source>
        <translation>Växla emulering av rambuffert</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="93"/>
        <source>Toggle N64 depth compare</source>
        <translation>Toggle N64 djupjämförelse</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="95"/>
        <source>Toggle OSD VI/S</source>
        <translation>Växla OSD VI/S</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="97"/>
        <source>Toggle OSD FPS</source>
        <translation>Växla OSD bilder/s</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="99"/>
        <source>Toggle OSD percent</source>
        <translation>Växla OSD-procent</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="101"/>
        <source>Toggle OSD internal resolution</source>
        <translation>Växla OSD:s interna upplösning</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="103"/>
        <source>Toggle OSD rendering resolution</source>
        <translation>Växla upplösning för OSD-rendering</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="105"/>
        <source>Toggle force gamma correction</source>
        <translation>Toggle tvinga fram gammakorrigering</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="107"/>
        <source>Toggle inaccurate texture coordinates</source>
        <translation>Växla mellan oexakta texturkoordinater</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="109"/>
        <source>Unknown hotkey</source>
        <translation>Okänd snabbtangent</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="428"/>
        <source>Save and Close</source>
        <translation>Spara och stäng</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="429"/>
        <source>Save</source>
        <translation>Spara</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="430"/>
        <source>Close</source>
        <translation>Stäng</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="431"/>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="834"/>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="839"/>
        <source>Restore Defaults</source>
        <translation>Återställ till standard</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="444"/>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1208"/>
        <source>Click me</source>
        <translation>Klicka på mig</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="517"/>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1062"/>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1070"/>
        <source>New...</source>
        <translation>Ny...</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="696"/>
        <source>Failed to create the texture pack folder. Please change the folder or turn off texture packs.</source>
        <translation>Misslyckades med att skapa mappen för texturpaketet. Ändra mappen eller stäng av texturpaketen.</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="712"/>
        <source>Failed to create the texture pack cache folder. Please change the folder or turn off texture packs.</source>
        <translation>Misslyckades med att skapa cachemappen för texturpaketet. Ändra mappen eller stäng av texturpaketen.</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="729"/>
        <source>Failed to create the texture dump folder. Please change the folder or turn off dumping texture packs.</source>
        <translation>Misslyckades med att skapa mappen för texturdumpning. Vänligen ändra mappen eller stäng av dumpning av texturpaket.</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="835"/>
        <source>Are you sure you want to reset all settings to default?</source>
        <translation>Är du säker på att du vill återställa alla inställningar till standard?</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="840"/>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1129"/>
        <source>Cancel</source>
        <translation>Avbryt</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1066"/>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1071"/>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1077"/>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1083"/>
        <source>New Profile</source>
        <translation>Ny profil</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1066"/>
        <source>New profile name:</source>
        <translation>Nytt profilnamn:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1072"/>
        <source>New settings profiles cannot be called &quot;New...&quot;.</source>
        <translation>Nya inställningsprofiler kan inte kallas &quot;Ny...&quot;.</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1078"/>
        <source>Please type a name for your new settings profile.</source>
        <translation>Ange ett namn för din nya inställningsprofil.</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1084"/>
        <source>This settings profile already exists.</source>
        <translation>Denna inställningsprofil finns redan.</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1123"/>
        <source>Are you sure you want to remove the settings profile &quot;</source>
        <translation>Är du säker på att du vill ta bort inställningsprofilen &quot;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1124"/>
        <source>&quot;?</source>
        <translation>&quot;?</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1125"/>
        <source>Remove Profile</source>
        <translation>Ta bort profil</translation>
    </message>
</context>
<context>
    <name>QObject</name>
    <message>
        <location filename="../../src/GLideNUI/FullscreenResolutions_windows.cpp" line="83"/>
        <source> Hz</source>
        <extracomment>Abbreviation for Hertz; include a leading space if appropriate</extracomment>
        <translation> Hz</translation>
    </message>
</context>
<context>
    <name>QPlatformTheme</name>
    <message>
        <source>OK</source>
        <translation>Ok</translation>
    </message>
    <message>
        <source>&amp;No</source>
        <translation>&amp;Nej</translation>
    </message>
    <message>
        <source>&amp;Yes</source>
        <translation>&amp;Ja</translation>
    </message>
    <message>
        <source>Help</source>
        <translation>Hjälp</translation>
    </message>
    <message>
        <source>Open</source>
        <translation>Öppna</translation>
    </message>
    <message>
        <source>Save</source>
        <translation>Spara</translation>
    </message>
    <message>
        <source>Abort</source>
        <translation>Avbryt</translation>
    </message>
    <message>
        <source>Apply</source>
        <translation>Tillämpa</translation>
    </message>
    <message>
        <source>Close</source>
        <translation>Stäng</translation>
    </message>
    <message>
        <source>Reset</source>
        <translation>Nollställ</translation>
    </message>
    <message>
        <source>Retry</source>
        <translation>Försök igen</translation>
    </message>
    <message>
        <source>Restore Defaults</source>
        <translation>Återställ till standard</translation>
    </message>
    <message>
        <source>Cancel</source>
        <translation>Avbryt</translation>
    </message>
    <message>
        <source>Ignore</source>
        <translation>Ignorera</translation>
    </message>
    <message>
        <source>N&amp;o to All</source>
        <translation>Ne&amp;j till allt</translation>
    </message>
    <message>
        <source>Save All</source>
        <translation>Spara allt</translation>
    </message>
    <message>
        <source>&amp;Cancel</source>
        <translation>&amp;Avbryt</translation>
    </message>
    <message>
        <source>Discard</source>
        <translation>Förkasta</translation>
    </message>
    <message>
        <source>Yes to &amp;All</source>
        <translation>Ja till a&amp;llt</translation>
    </message>
</context>
<context>
    <name>QAbstractSpinBox</name>
    <message>
        <source>&amp;Step up</source>
        <translation>Stega &amp;upp</translation>
    </message>
    <message>
        <source>Step &amp;down</source>
        <translation>Stega &amp;ner</translation>
    </message>
    <message>
        <source>&amp;Select All</source>
        <translation>&amp;Markera allt</translation>
    </message>
</context>
<context>
    <name>QColorDialog</name>
    <message>
        <source>&amp;Red:</source>
        <translation>&amp;Röd:</translation>
    </message>
    <message>
        <source>&amp;Sat:</source>
        <translation>&amp;Mät:</translation>
    </message>
    <message>
        <source>&amp;Val:</source>
        <translation>&amp;Vär:</translation>
    </message>
    <message>
        <source>Hu&amp;e:</source>
        <translation>N&amp;yans:</translation>
    </message>
    <message>
        <source>Select Color</source>
        <translation>Välj färg</translation>
    </message>
    <message>
        <source>&amp;Add to Custom Colors</source>
        <translation>&amp;Lägg till anpassade färger</translation>
    </message>
    <message>
        <source>Bl&amp;ue:</source>
        <translation>B&amp;lå:</translation>
    </message>
    <message>
        <source>Pick Screen Color</source>
        <translation>Välj skärmfärg</translation>
    </message>
    <message>
        <source>&amp;Pick Screen Color</source>
        <translation>&amp;Välj skärmfärg</translation>
    </message>
    <message>
        <source>Cursor at %1, %2
Press ESC to cancel</source>
        <translation>Markör på %1, %2
Tryck ESC för att avbryta</translation>
    </message>
    <message>
        <source>&amp;Green:</source>
        <translation>&amp;Grön:</translation>
    </message>
    <message>
        <source>&amp;Basic colors</source>
        <translation>&amp;Grundläggande färger</translation>
    </message>
    <message>
        <source>&amp;Custom colors</source>
        <translation>A&amp;npassade färger</translation>
    </message>
    <message>
        <source>A&amp;lpha channel:</source>
        <translation>A&amp;lfakanal:</translation>
    </message>
    <message>
        <source>Cursor at %1, %2, color: %3
Press ESC to cancel</source>
        <translation>Markör på %1, %2, färg: %3
Tryck ESC för att avbryta</translation>
    </message>
</context>
</TS>
