<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE TS>
<TS version="2.1" language="zh_CN">
  <context>
    <name>AboutDialog</name>
    <message>
      <location filename="../../src/GLideNUI/AboutDialog.ui" line="17"/>
      <source>About GLideN64</source>
      <translation>关于 GLideN64</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/AboutDialog.ui" line="80"/>
      <source>About</source>
      <translation>关于</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/AboutDialog.ui" line="102"/>
      <source>The next generation open source graphics plugin for N64 emulators.</source>
      <translation>用于 N64 模拟器的下一代开源图形插件。</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/AboutDialog.ui" line="125"/>
      <source>Authors</source>
      <translation>作者</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/AboutDialog.ui" line="145"/>
      <source>Developer</source>
      <translation>开发人员</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/AboutDialog.ui" line="169"/>
      <source>Beta tester</source>
      <translation>测试人员</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/AboutDialog.ui" line="193"/>
      <source>GUI designer</source>
      <translation>GUI 设计师</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/AboutDialog.ui" line="207"/>
      <source>Contributors</source>
      <translation>贡献者</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/AboutDialog.ui" line="240"/>
      <source>Funders</source>
      <translation>资助者</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/AboutDialog.ui" line="438"/>
      <source>... and more</source>
      <extracomment>Refers to more funders</extracomment>
      <translation>... 以及更多</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/AboutDialog.ui" line="450"/>
      <source>Credits</source>
      <translation>鸣谢</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/AboutDialog.ui" line="470"/>
      <source>Author of the original glN64 graphics plugin</source>
      <translation>原 glN64 图形插件作者</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>gles2n64 作者,适配 glN64 到 GL ES 2.0</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/AboutDialog.ui" line="518"/>
      <source>Author of the GlideHQ texture library</source>
      <translation>GlideHQ 纹理库作者</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/AboutDialog.ui" line="542"/>
      <source>Author of z64, an OpenGL LLE plugin</source>
      <translation>z64 作者,一个 OpenGL LLE 插件</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/AboutDialog.cpp" line="20"/>
      <source>Close</source>
      <translation>关闭</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>GLideN64 设置</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="40"/>
      <location filename="../../src/GLideNUI/configDialog.ui" line="51"/>
      <source>Video</source>
      <translation>视频</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;显示您的 显卡/显示器 支持的所有分辨率。&lt;/p&gt;&lt;p&gt;[推荐:&lt;span style=" font-style:italic;"&gt;显示器最大分辨率,除非性能不足&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>无边框窗口</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>全屏分辨率:</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="110"/>
      <source>Refresh rate:</source>
      <translation>刷新率:</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;此项选择窗口模式的分辨率。您还可以输入自定义窗口大小。&lt;/p&gt;&lt;p&gt;[推荐: &lt;span style=" font-style:italic;"&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>窗口分辨率:</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>自定义</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;此设置调整视频输出的宽高比。所有 N64 游戏都支持&lt;span style=" font-weight:600;"&gt;4:3&lt;/span&gt;。一些游戏支持在游戏中设置&lt;span style=" font-weight:600;"&gt;16:9&lt;/span&gt;。使用 &lt;span style=" font-weight:600;"&gt;拉伸&lt;/span&gt; 来去除屏幕黑边。&lt;/p&gt;&lt;p&gt;&lt;span style=" font-weight:600;"&gt;尝试调整游戏以适应&lt;/span&gt; 尝试以不拉伸的方式调整游戏画面来适应分辨率。大多游戏表现的很好,一些游戏不行。&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;宽高比:&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(推荐)</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="205"/>
      <source>16:9</source>
      <translation type="unfinished"></translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="210"/>
      <source>Stretch</source>
      <translation>拉伸</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>尝试调整游戏以适应</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;垂直同步可以通过将游戏的帧率与显示器的刷新率同步来改善图像。这可以防止图像撕裂,但可能会导致性能问题。&lt;/p&gt;&lt;p&gt;[推荐: &lt;span style=" font-style:italic;"&gt;通常关闭,如果您遇到图像撕裂问题则开启&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>开启垂直同步</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;线程化视频可以提高糟糕的 OpenGL 驱动的性能,但代价是通常不到半帧的非常小的输入延迟。&lt;/p&gt;&lt;p&gt;[推荐: &lt;span style=" font-style:italic;"&gt;通常关闭, 除非存在性能问题&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>开启视频线程化</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>启用时,将以设定的值裁剪图像。用于在某些游戏中删除黑边。</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="273"/>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="918"/>
      <source>Overscan</source>
      <translation>过扫描</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="287"/>
      <source>NTSC</source>
      <translation type="unfinished"></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>抗锯齿</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 提供了两种平滑锯齿多边形的方法:&lt;/p&gt;&lt;p&gt;&lt;span style=" font-weight:600;"&gt;快速近似抗锯齿 (FXAA)&lt;/span&gt;: FXAA 是一个后期处理过滤器,可以提供还行的的效果,但与 MSAA 一样好。使用 FXAA 的主要原因是与 &lt;span style=" font-weight:600;"&gt;N64 风格的深度比较&lt;/span&gt;一起使用。FXAA 会添加一些模糊效果到输出的图像中, 可能会导致诸如文本等纹理看起来比较糟糕。&lt;/p&gt;&lt;p&gt;&lt;span style=" font-weight:600;"&gt;多重采样抗锯齿 (MSAA)&lt;/span&gt;: MSAA 是计算机图形中用于改善图像质量的标准抗锯齿技术。大多数现代 GPU 支持 2、4、8 和 16 次采样。更多的采样意味着更好的质量,但速度更慢。有两个缺点: 它与 &lt;span style=" font-weight:600;"&gt;N64 样式深度比较&lt;/span&gt;不兼容并可能在某些游戏中导致少量图形问题。&lt;/p&gt;&lt;p&gt;推荐: [&lt;span style=" font-style:italic;"&gt;通常使用 16x MSAA, 或 FXAA 带 N64 样式深度比较&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>无抗锯齿</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="445"/>
      <source>Fast approximate anti-aliasing (FXAA)</source>
      <translation>快速近似抗锯齿 (FXAA)</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="452"/>
      <source>Multisample anti-aliasing (MSAA):</source>
      <translation>多重采样抗锯齿 (MSAA)</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="485"/>
      <location filename="../../src/GLideNUI/configDialog.ui" line="699"/>
      <source>Off</source>
      <translation>关</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>高</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>多重采样抗锯齿与&lt;a href="#n64DepthCompare"&gt;N64 样式深度比较&lt;/a&gt;不兼容。</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="658"/>
      <source>Filtering</source>
      <translation>过滤</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="682"/>
      <source>Anisotropic filtering:</source>
      <translation>各向异性过滤:</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=" font-weight:600;"&gt;双线性过滤&lt;/span&gt;: 纹理将会使用标准 PC 样式的双线性过滤。&lt;/p&gt;&lt;p&gt;&lt;span style=" font-weight:600;"&gt;N64 样式 3 点&lt;/span&gt;: 纹理的过滤将会更类似 N64。其结果是平滑稍差但是更精确。&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>双线性过滤:</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="865"/>
      <source>Standard</source>
      <translation>标准</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 样式 3 点</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="898"/>
      <source>User Interface</source>
      <translation>用户界面</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;所选语言将在关闭此窗口并重新打开后生效。&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="939"/>
      <source>Language:</source>
      <translation>语言:</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>因为&lt;a href="#frameBuffer"&gt;帧缓冲模拟&lt;/a&gt;已经被关闭,在此标签卡的一些选项将被关闭。</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="1031"/>
      <source>Emulation</source>
      <translation>模拟</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;启用后,将为每个游戏单独存储所有非默认的设置值。&lt;/p&gt;&lt;p&gt;在游戏运行时,设置将会显示出来并保存为当前正在运行的游戏所使用。&lt;/p&gt;&lt;p&gt;&lt;span style=" font-weight:600;"&gt;注意:&lt;/span&gt; GLideN64 已经包含了用于为大多数游戏进行性能优化的设置。更改 '模拟' 和 '帧缓冲' 选项卡上的选项时要小心。&lt;/p&gt;&lt;p&gt;[推荐: &lt;span style=" font-style:italic;"&gt;选中&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>每个游戏单独设置</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 采用独特的贴图映射方法,难以在 PC 上正确再现。选中此选项后,将模拟 N64 精确的贴图映射。未选中时,某些游戏的纹理更清晰。&lt;/p&gt;&lt;p&gt;[推荐:&lt;span style=" font-style:italic;"&gt;选中&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>启用 N64 样式贴图映射</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;在 N64 游戏中光照是按照每个顶点计算的。此选项启用 Phong 着色,提供更平滑和逼真的光照。&lt;br/&gt;&lt;br/&gt;[推荐:&lt;span style=" font-style:italic;"&gt;您的偏好&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>启用每像素光照(更好的质量,仅限 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=" font-weight:600;"&gt;开启像素覆盖率计算。 &lt;/span&gt;&lt;/p&gt;&lt;p&gt;开启近似像素覆盖计算。N64 使用像素覆盖进行抗锯齿，并在某些特殊混合模式中使用。有些游戏有线框模式，也就是'钢笔和墨水'模式。此模式还需要计算像素覆盖率。&lt;/p&gt;&lt;p&gt;[推荐: 选中, 除非性能有损失]&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>开启像素覆盖计算</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=" font-weight:600;"&gt;开启不精确的纹理坐标。&lt;/span&gt;&lt;/p&gt;&lt;p&gt;开启不精确的纹理坐标计算。这可以提高性能和纹理包兼容性但代价是精确度。&lt;/p&gt;&lt;p&gt;[推荐: 取消选中,除非影响性能受损或为了纹理包兼容性]&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>开启不精确的纹理坐标</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;长期保存已编译好的着色器程序。&lt;br/&gt;每个游戏都使用一组合成器。合成器是一种根据各种输入颜色构建输出颜色的等式。GLideN64 动态编译着色器程序。着色器多种多样,如果游戏使用了几个新的合成器,编译新的着色器将花费时间并导致卡顿。选中此项后,将保存这些着色器,以便下次运行游戏时不会重新编译它们。&lt;/p&gt;&lt;p&gt;[推荐:&lt;span style=" font-style:italic;"&gt;选中&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>保存已编译的着色器以提高性能(推荐) </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;此选项设置输出渲染缓冲区大小。默认情况下,渲染缓冲区设置为 &lt;span style=" font-weight:600;"&gt;与输出分辨率相同&lt;/span&gt;,您也可以将其设置为 &lt;span style=" font-weight:600;"&gt;原始 N64 分辨率&lt;/span&gt; 或者 &lt;span style=" font-weight:600;"&gt;数倍 N64 分辨率&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>内部分辨率</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="1164"/>
      <source>Same as output resolution</source>
      <translation>与输出分辨率相同</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="1174"/>
      <source>Original N64 resolution (most accurate)</source>
      <translation>原始 N64 分辨率(最准确) </translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="1191"/>
      <source>Multiple of N64 resolution:</source>
      <translation>数倍 N64 分辨率</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="1203"/>
      <source>x</source>
      <translation type="unfinished"></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;一些 N64 游戏使用伽玛校正来增亮图像。启用帧缓冲区后,N64 上所有使用它的游戏将自动进行伽马校正。您可以使用此项来替换自己的伽马校正。N64 默认级别为 2。&lt;/p&gt;&lt;p&gt;[推荐:&lt;span style=" font-style:italic;"&gt;不选；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>伽马</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="1248"/>
      <source>Custom gamma correction level:</source>
      <translation>自定义伽马校正级别:</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="1340"/>
      <source>Selecting this option overrides gamma correction specified by the game.</source>
      <translation>选择此项会覆盖游戏指定的伽玛校正。</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="1371"/>
      <source>Dithering</source>
      <translation>抖动</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;与真实硬件一样,如果使用抖动此设置会减少颜色数量。删除不需要的抖动碎片。默认 = 开启。&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>开启 5 位量子化</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;此设置使噪点分辨率加倍以在较高分辨率下获得更精细的噪点效果。 默认 = 关闭。&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>高分辨率噪点抖动</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;此设置启用游戏控制的有序网格抖动。启用它将使得显示更精确。默认 = 关闭。&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>抖动输出图像的图形块</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 抖动可防止具有帧缓冲区效果的游戏中出现色带。&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>RDRAM 图像抖动:</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;设置:禁用、拜耳排序网格抖动、魔法排序网格抖动或蓝色噪点抖动。蓝色噪点抖动效果不明显。默认值=蓝色噪点抖动。&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="1423"/>
      <source>disable</source>
      <translation>关闭</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="1428"/>
      <source>Bayer</source>
      <translation>拜耳</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="1433"/>
      <source>Magic square</source>
      <translation>魔法网格</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="1438"/>
      <source>Blue noise</source>
      <translation>蓝色噪点</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="1451"/>
      <source>2D elements</source>
      <translation>2D 元素</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;选中后,2D 元素在复制到输出前将以 N64 的分辨率渲染。这通常会消除 2D 元素的显示问题,但速度可能会很慢。此选项使用启发式方法来检测相邻的 2D 元素,并不适用于每个游戏。&lt;/p&gt;&lt;p&gt;[推荐:&lt;span style=" font-style:italic;"&gt;选中,除非遇到性能问题&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>以 N64 分辨率渲染 2D 元素 (质量最佳,速度可能比较慢)</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="1493"/>
      <location filename="../../src/GLideNUI/configDialog.ui" line="2146"/>
      <source>Disable</source>
      <translation>关闭</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="1498"/>
      <source>Enable optimized</source>
      <translation>优化开启</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="1503"/>
      <source>Enable unoptimized</source>
      <translation>不优化开启</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="1515"/>
      <source>Remove colored halos around transparent objects</source>
      <translation>移除透明对象周围的彩色光晕</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;将纹理矩形纹理坐标绑定到它们在本机分辨率中采用的值。它可以防止因提取超出纹理边界而产生的垃圾,但可能会产生生硬的边缘。&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>启用纹理坐标的原生分辨率边界</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;在某些游戏中,2D 元素部分的坐标未对齐:相邻元素之间存在半像素分割。当以 N64 的原始分辨率渲染时,它是不可见的,但是当图像放大时会导致黑线。此选项尝试连接这些 2D 元素。&lt;/p&gt;&lt;p&gt;&lt;span style=" font-weight:600;"&gt;对于相邻的2D元素&lt;/span&gt;:仅对需要它的多边形应用校正。对于存在黑线问题的游戏,请选择此项。&lt;/p&gt;&lt;p&gt;&lt;span style=" font-weight:600;"&gt;总是&lt;/span&gt;:对每个 2D 元素应用校正。&lt;span style=" font-weight:600;"&gt;对于相邻的 2D 元素&lt;/span&gt;无效时选择此选项。&lt;/p&gt;&lt;p&gt;&lt;span style=" font-weight:600;"&gt;从不&lt;/span&gt;:不尝试纠正2D元素之间的黑线。&lt;/p&gt;&lt;p&gt;[推荐:&lt;span style=" font-style:italic;"&gt;根据游戏选择,大多数 从不&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>修复 2D 元素之间的黑线:</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>对于相邻的 2D 元素</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>总是</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>从不</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;背景是用于渲染大型(通常是整个屏)图像的复杂宏命令。由于背景图像一般不适合纹理内存,因此微码将它们拆分在狭窄的条带上,并逐个渲染它们。HLE 代码有两种模式来模拟后台命令:&lt;/p&gt;&lt;p&gt;&lt;span style=" font-weight:600;"&gt;一片&lt;/span&gt;: 整个背景图像渲染为一个带纹理的矩形。这种方法通常非常快,但结果并不总是正确的&lt;/p&gt;&lt;p&gt;&lt;span style=" font-weight:600;"&gt;条幅&lt;/span&gt;: 此方法模拟尽可能接近实际微码实现的后台命令。速度更慢,但更精确。另一个问题:一些游戏可能在高分辨率的渲染条带之间有间隙。使用 &amp;quot;以 N64 分辨率渲染 2D 元素&amp;quot; 选项来移除空隙。&lt;/p&gt;&lt;p&gt;[推荐: &lt;span style=" font-style:italic;"&gt;依据游戏, 大部分情况是条幅&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>后台渲染模式 (仅 HLE):</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="1655"/>
      <source>One piece</source>
      <translation>片状</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="1662"/>
      <source>Stripped</source>
      <translation>带状</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="1759"/>
      <source>Frame buffer</source>
      <translation>帧缓冲区</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="1788"/>
      <source>Emulate frame buffer</source>
      <translation>模拟帧缓冲区</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;取消此项会禁用许多效果,包括裁剪,宽高比,N64 内部分辨率,N64-样式深度比较等。除非遇到性能问题,否则请勿取消此项。&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;选中后,副颜色缓冲区在渲染完成后立即复制到 N64 内存。此项有助于在某些游戏中正确模拟帧缓冲效果。此项可能会显著降低性能。&lt;/p&gt;&lt;p&gt;[推荐:&lt;span style=" font-style:italic;"&gt;通常不选&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>将副颜色缓冲区复制到 N64 内存(有时速度慢,更少的游戏问题)</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;此选项控制GLideN64刷新主帧缓冲区的频率。&lt;/p&gt;&lt;p&gt;&lt;span style=" font-weight:600;"&gt;垂直中断&lt;/span&gt;:尽可能快地更新缓冲区,每秒进行一次垂直中断(PAL 为 50,NTSC 为 60) 。此选项最兼容。除非遇到性能问题,否则请使用此模式。&lt;/p&gt;&lt;p&gt;&lt;span style=" font-weight:600;"&gt;垂直中断原始变化&lt;/span&gt;:垂直中断原始变化对应于游戏的实际 FPS。N64 游戏通常在 20 到 30 FPS 之间运行,因此缓冲区交换频率低于第一种模式。此模式不适用于极少数使用单缓冲的游戏。&lt;/p&gt;&lt;p&gt;&lt;span style=" font-weight:600;"&gt;颜色缓冲区改变&lt;/span&gt;:此选项检测帧缓冲区是否已更改。有些游戏不起作用。&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>帧缓冲交换在:</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>垂直中断(推荐,最少游戏问题) </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>垂直中断原始变化(更快,很少游戏问题) </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>颜色缓冲区改变(最快,一些游戏问题) </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;有些模拟器在检测何时读/写帧缓冲区方面表现不佳。您可以禁用模拟器帮助,来让 GLideN64 自己读/写帧缓冲区。&lt;/p&gt;&lt;p&gt;[推荐:&lt;span style=" font-style:italic;"&gt;通常不选,但对于某些游戏/模拟器,勾选可能会更快。&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>使用模拟器来帮助读/写帧缓冲区</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;选中后,将以块的形式读取颜色缓冲区。否则,将读取整个缓冲区。如果游戏需要读取整个缓冲区,选中此项可能会很慢。&lt;/p&gt;&lt;p&gt;[推荐:&lt;span style=" font-style:italic;"&gt;通常不选,因为颜色缓冲区通常是整个读取的&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>以 4 KB 区块读取颜色缓冲区</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;选中后,将以区块的形式读取深度缓冲区。否则,将读取整个缓冲区。如果游戏需要读取整个缓冲区,选中此项可能会很慢。&lt;/p&gt;&lt;p&gt;[推荐:&lt;span style=" font-style:italic;"&gt;选中,因为深度缓冲区不经常整个读取&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>以 4 KB 区块读取深度缓冲区</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;在某些游戏中,GLideN64 无法检测游戏何时使用帧缓冲区。使用这些选项,您可以让 GLideN64 将显卡帧缓冲区的每一帧复制到 N64 内存。&lt;/p&gt;&lt;p&gt;&lt;span style=" font-weight:600;"&gt;从不&lt;/span&gt;:禁用从显卡复制缓冲区。&lt;/p&gt;&lt;p&gt;&lt;span style=" font-weight:600;"&gt;同步&lt;/span&gt;:所有游戏有效,但它可能很慢。用于&lt;span style=" font-weight:600;"&gt;异步&lt;/span&gt;不起作用的游戏。&lt;/p&gt;&lt;p&gt;&lt;span style=" font-weight:600;"&gt;异步&lt;/span&gt;:大多数游戏有效&lt;/p&gt;&lt;p&gt;[推荐:&lt;span style=" font-style:italic;"&gt;通常异步&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>将显卡帧缓冲区复制到 N64 内存:</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>从不(最快,很多游戏问题) </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>同步(最慢,最少游戏问题)</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>异步(快速,少数游戏问题) </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;深度缓冲区用于模拟一些效果 (例如 coronas) :&lt;/p&gt;&lt;p&gt;&lt;span style=" font-weight:600;"&gt;从不&lt;/span&gt;:禁用深度缓冲区。&lt;/p&gt;&lt;p&gt;&lt;span style=" font-weight:600;"&gt;从显存&lt;/span&gt;:从显卡深度缓冲区复制每帧到N64内存,一些游戏可能速度很慢。&lt;/p&gt;&lt;p&gt;&lt;span style=" font-weight:600;"&gt;在软件&lt;/span&gt;:通常比从显存复制快,但结果可能不完美。&lt;/p&gt;&lt;p&gt;[推荐:&lt;span style=" font-style:italic;"&gt;在软件&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>将显卡深度缓冲区复制到 N64 内存:</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>从不(最快,最多游戏问题) </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>从显存(慢,一些游戏问题)</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>在软件(快速,最少游戏问题) </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 使用一种独特的方式计算摄像机的深度。当它开启时, GlideN64 使用的着色器讲尝试正确模拟计算。它与抗锯齿不兼容。&lt;span style=" font-weight:600;"&gt;实验性!&lt;/span&gt;&lt;/p&gt;&lt;p&gt;快速模式需要 OpenGL 4.2 和 &amp;quot;碎片着色器连接&amp;quot; 扩展。&lt;/p&gt;&lt;p&gt;兼容模式仅需要核心 OpenGL 4.2 &lt;span style=" font-weight:600;"&gt;可能会比较慢!&lt;/span&gt;&lt;/p&gt;&lt;p&gt;[推荐: &lt;span style=" font-style:italic;"&gt;许多游戏需要选中&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 样式深度比较 (实验性,关闭 MSAA)</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="2151"/>
      <source>Fast</source>
      <translation>快速</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="2156"/>
      <source>Compatible</source>
      <translation>兼容</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;启用强制深度缓冲区清除。一个修改。Eikou no Saint Andrews 必须。&lt;/p&gt;&lt;p&gt;[推荐:&lt;span style=" font-style:italic;"&gt;关闭,除了 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>强制深度缓冲区清除</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;选中此项后,帧缓冲区将直接渲染在屏幕上。这可以防止一些图形问题,但可能会导致速度变慢或画质变差。&lt;/p&gt;&lt;p&gt;[推荐:&lt;span style=" font-style:italic;"&gt;通常不选&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>渲染 N64 帧缓冲区到输出</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;对于某些依赖于重影深度的效果 (如 SSAO 和景深),此选项是必需的。&lt;/p&gt;&lt;p&gt;[推荐: &lt;span style=" font-style:italic;"&gt;仅当您使用 reshade 并需要深度依赖效果时&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>复制深度到主深度缓冲</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="2237"/>
      <source>Texture enhancement</source>
      <translation>纹理增强</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="2246"/>
      <source>N64 textures</source>
      <translation>N64 纹理</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;此滤镜可平滑或锐化纹理。有四个平滑滤镜和两个锐化滤镜。数字越大,效果越强。性能可能会受到影响,具体取决于游戏和/或您的电脑。&lt;/p&gt;&lt;p&gt;[推荐:&lt;span style=" font-style:italic;"&gt;您的偏好&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>过滤:</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>无</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="2296"/>
      <source>Smooth filtering 1</source>
      <translation>平滑过滤 1</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="2301"/>
      <source>Smooth filtering 2</source>
      <translation>平滑过滤 2</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="2306"/>
      <source>Smooth filtering 3</source>
      <translation>平滑过滤 3</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="2311"/>
      <source>Smooth filtering 4</source>
      <translation>平滑过滤 4</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="2316"/>
      <source>Sharp filtering 1</source>
      <translation>锐化过滤 1</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="2321"/>
      <source>Sharp filtering 2</source>
      <translation>锐化过滤 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;有 12 个不同的滤镜可供选择,可能会影响性能。&lt;/p&gt;&lt;p&gt;当&lt;span style=" font-weight:600;"&gt;Store&lt;/span&gt;被选中时,纹理将按原样保存到缓存中。这可以提高加载许多纹理的游戏的性能,不选中 &lt;span style=" font-weight:600;"&gt;禁用于背景&lt;/span&gt; 时性能最佳。&lt;/p&gt;&lt;p&gt;[推荐:&lt;span style=" font-style:italic;"&gt;您的偏好&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>增强:</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="2366"/>
      <source>Store</source>
      <extracomment>Store texture enhancement</extracomment>
      <translation>保存</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;此选项启用预处理步骤,以减少增强纹理上的色调分离问题。&lt;/p&gt;&lt;p&gt;[推荐:&lt;span style=" font-style:italic;"&gt; xBRZ 时勾选&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>减少色带(建议用于 xBRZ)</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;此选项会跳过通常用于背景的长而窄的纹理的增强。这可以节省纹理内存并提高性能。&lt;/p&gt;&lt;p&gt;[推荐:&lt;span style=" font-style:italic;"&gt;选中,除非 “增强” 设置为保存&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>禁止用于背景</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>使用文件储存替代内存缓存</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="2504"/>
      <source>Use texture pack</source>
      <translation>使用纹理包</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;选择带有纹理包的文件夹路径。&lt;br/&gt;默认:Plugin/hires_texture&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>纹理包路径:</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="2577"/>
      <source>Texture cache path:</source>
      <translation>纹理缓存路径:</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 type="unfinished"></translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="2647"/>
      <source>Texture dump path:</source>
      <translation>纹理转储路径:</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;不勾选此项时,纹理将按 Rice Video 一样被加载:始终透明。选择此选项后,GlideN64 将检查纹理的alpha通道的设计方式,并选择最合适的格式。这使得纹理包设计者可以自由地使用半透明纹理。&lt;/p&gt;&lt;p&gt;当纹理包较旧或设计较差时,不勾选此项。&lt;/p&gt;&lt;p&gt;[推荐:&lt;span style=" font-style:italic;"&gt;根据纹理包选择&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>使用完整的透明特性(推荐用于较新的纹理包) </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;此选项模拟 Rice Video 中的一个调色板 CRC 计算错误。如果您在加载纹理时遇到问题,请尝试选中或取消此选项。&lt;/p&gt;&lt;p&gt;[推荐:&lt;span style=" font-style:italic;"&gt;大多数不勾选,旧纹理包勾选&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>替代 CRC 计算(适用于旧的 Rice Video 包) </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;此选项启用高分辨率纹理的替代存储。&lt;/p&gt;&lt;p&gt;通常使用内存缓存。它将所有高分辨率纹理保留在内存中，因此受到可用内存大小的限制。&lt;/p&gt;&lt;p&gt;文件存储将纹理缓存保留在硬盘上。它比内存缓存慢但对缓存大小几乎没有限制。&lt;/p&gt;&lt;p&gt;关闭 &amp;quot;压缩纹理缓存&amp;quot; 选项可以获得更好的性能。&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>不使用文件存储或缓存(将会导致更严重的卡顿,不推荐用于玩游戏)</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;缓存增强和过滤的纹理以提高性能。此选项可调整专用于纹理的缓存大小。如果相同纹理被多次请求 (这很常见) ,可以提高性能。通常 128MB 应该绰绰有余,但每个游戏的最佳选择是不同的。超级马里奥64 可能不需要超过 32MB,但松鼠库克倒霉的一天可以利用 256MB+。如果您遇到性能问题,请相应调整。将此选项设置为0禁用缓存。&lt;/p&gt;&lt;p&gt;[推荐:&lt;span style=" font-style:italic;"&gt;取决于电脑和游戏&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>增强纹理的内存缓存大小:</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>限制 VRAM 中的高分辨率纹理容量 (0 = 不限制)</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;此选项将所有先前加载和增强的纹理保存到您的电脑。下次启动游戏时,不必重新创建纹理,从而使性能更加顺畅。&lt;/p&gt;&lt;p&gt;使用纹理包时,在启动游戏时只需几秒钟加载包,而不是通常需要的5-60秒。但是,如果更改纹理包,则必须手动删除纹理缓存。缓存文件将保存到plugins文件夹下名为Cache的文件夹中。&lt;/p&gt;&lt;p&gt;[推荐:&lt;span style=" font-style:italic;"&gt;选中&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>将增强纹理缓存保存到硬盘</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;纹理将被压缩,因此可以在缓存中保存更多纹理。压缩率因纹理而异,通常是原始大小的 1/5。&lt;/p&gt;&lt;p&gt;[推荐:&lt;span style=" font-style:italic;"&gt;选中&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>压缩纹理缓存</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;此选项将纹理缓存和显存中纹理的使用空间减半,以提高性能。减少颜色时,GLideN64 会尽可能地保持原始质量。在大多数纹理上,它几乎不会被觉察,但是一些纹理(如天空)看起来会更差。&lt;/p&gt;&lt;p&gt;[推荐:&lt;span style=" font-style:italic;"&gt;不选中&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>将纹理转换为 16 位</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="2890"/>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1009"/>
      <source>OSD</source>
      <translation type="unfinished"></translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="2893"/>
      <source>On-screen display</source>
      <translation>在屏幕上显示</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="2906"/>
      <source>Position</source>
      <translation>位置</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="2950"/>
      <source>Right</source>
      <translation>右</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="3002"/>
      <source>Bottom left</source>
      <translation>左下</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="3054"/>
      <source>Top</source>
      <translation>上</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="3106"/>
      <source>Bottom right</source>
      <translation>右下</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="3161"/>
      <source>Left</source>
      <translation>左</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="3252"/>
      <source>Top left</source>
      <translation>左上</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="3304"/>
      <source>Bottom</source>
      <translation>下</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="3356"/>
      <source>Top right</source>
      <translation>右上</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="3393"/>
      <source>Display FPS</source>
      <translation>显示 FPS</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="3400"/>
      <source>Display VI/s</source>
      <translation>显示 VI/s</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="3407"/>
      <source>Display percentage</source>
      <translation>显示百分比</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="3414"/>
      <source>Display internal resolution</source>
      <translation>显示内部分辨率</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="3421"/>
      <source>Display rendering resolution</source>
      <translation>显示渲染分辨率</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="3428"/>
      <source>Display statistics</source>
      <translation>显示统计</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="3452"/>
      <source>Font</source>
      <translation>字体</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="3508"/>
      <source>Size:</source>
      <extracomment>Font size</extracomment>
      <translation>大小:</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 type="unfinished"></translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="3556"/>
      <source>Color:</source>
      <translation>颜色:</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>预览</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. 字体预览仅显示字体系列的常规样式。有些样式如粗体和斜体仅在游戏中显示。

2. 如果上面没有列出所需的字体:
* 导航到 GLideN64.ini 所在的安装位置,并使用文本编辑器打开它。
* 查找您的活动配置文件 [默认 = User],
* 将“"font\name=名称.ttf" 的值更改为 "font\name=字体的全名.ttf"
   不要在名称之前包含字体所在位置的路径。
* 保存文件。

字体的全名可以在设置&gt;个性化&gt;字体中找到</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="3733"/>
      <source>Hotkey</source>
      <translation>热键</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="3747"/>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="466"/>
      <source>Debug</source>
      <translation>调试</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="3756"/>
      <source>Dump low-level info</source>
      <translation>转储底层信息</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="3763"/>
      <source>Dump display list commands</source>
      <translation>转储显示列表命令</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="3770"/>
      <source>Dump detailed info (matrices, vertices, etc.)</source>
      <translation>转储详细信息(矩阵,顶点等)</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="3827"/>
      <source>This game</source>
      <translation>此游戏</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="3834"/>
      <source>Save settings for:</source>
      <translation>保存设置为:</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="3841"/>
      <location filename="../../src/GLideNUI/configDialog.ui" line="3851"/>
      <source>Settings profile:</source>
      <translation>设置方案:</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/configDialog.ui" line="3871"/>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1128"/>
      <source>Remove</source>
      <translation>删除</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="79"/>
      <source>Toggle textures dump</source>
      <translation>切换纹理转储</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="81"/>
      <source>Reload HD textures</source>
      <translation>重载 HD 纹理</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="83"/>
      <source>Toggle HD textures</source>
      <translation>切换 HD 纹理</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="85"/>
      <source>Toggle texcoords bounds</source>
      <translation>切换纹理坐标边界</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="87"/>
      <source>Toggle 2D texrects in native resolution</source>
      <translation>将 2D 纹理切换为原生分辨率</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="89"/>
      <source>Toggle VSync</source>
      <translation>切换垂直同步</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="91"/>
      <source>Toggle frame buffer emulation</source>
      <translation>切换帧缓冲模拟</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="93"/>
      <source>Toggle N64 depth compare</source>
      <translation>切换 N64 深度比较</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="95"/>
      <source>Toggle OSD VI/S</source>
      <translation>切换 OSD VI/S</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="97"/>
      <source>Toggle OSD FPS</source>
      <translation>切换 OSD FPS</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="99"/>
      <source>Toggle OSD percent</source>
      <translation>切换 OSD 百分比</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="101"/>
      <source>Toggle OSD internal resolution</source>
      <translation>切换 OSD 内部分辨率</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="103"/>
      <source>Toggle OSD rendering resolution</source>
      <translation>切换 OSD 渲染分辨率</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="105"/>
      <source>Toggle force gamma correction</source>
      <translation>切换强制伽马纠正</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="107"/>
      <source>Toggle inaccurate texture coordinates</source>
      <translation>切换不准确的纹理坐标</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="109"/>
      <source>Unknown hotkey</source>
      <translation>未知热键</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="428"/>
      <source>Save and Close</source>
      <translation>保存并关闭</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="429"/>
      <source>Save</source>
      <translation>保存</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="430"/>
      <source>Close</source>
      <translation>关闭</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>恢复默认值</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="444"/>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1208"/>
      <source>Click me</source>
      <translation>点击我</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>新建...</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>无法创建纹理包文件夹。请更换文件夹或关闭纹理包。</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>无法创建纹理包文件夹。请更换文件夹或关闭纹理包。</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>无法创建纹理转储文件夹。请更换文件夹或关闭转储纹理包。</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>您确定要将所有设置重置为默认值吗?</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="840"/>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1129"/>
      <source>Cancel</source>
      <translation>取消</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>新建方案</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1066"/>
      <source>New profile name:</source>
      <translation>新方案名称:</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1072"/>
      <source>New settings profiles cannot be called &quot;New...&quot;.</source>
      <translation>新的设置方案不能叫做 "New..."</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1078"/>
      <source>Please type a name for your new settings profile.</source>
      <translation>请输入您新的设置方案名称。</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1084"/>
      <source>This settings profile already exists.</source>
      <translation>此设置方案已存在。</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>您确实要移除设置方案吗</translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1124"/>
      <source>&quot;?</source>
      <translation type="unfinished"></translation>
    </message>
    <message>
      <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1125"/>
      <source>Remove Profile</source>
      <translation>移除方案</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 type="unfinished"></translation>
    </message>
  </context>
<context>
    <name>QPlatformTheme</name>
    <message>
        <source>OK</source>
        <translation>确定</translation>
    </message>
    <message>
        <source>&amp;No</source>
        <translation>否(&amp;N)</translation>
    </message>
    <message>
        <source>&amp;Yes</source>
        <translation>是(&amp;Y)</translation>
    </message>
    <message>
        <source>Help</source>
        <translation>帮助</translation>
    </message>
    <message>
        <source>Open</source>
        <translation>打开</translation>
    </message>
    <message>
        <source>Save</source>
        <translation>保存</translation>
    </message>
    <message>
        <source>Abort</source>
        <translation>放弃</translation>
    </message>
    <message>
        <source>Apply</source>
        <translation>应用</translation>
    </message>
    <message>
        <source>Close</source>
        <translation>关闭</translation>
    </message>
    <message>
        <source>Reset</source>
        <translation>重置</translation>
    </message>
    <message>
        <source>Retry</source>
        <translation>重试</translation>
    </message>
    <message>
        <source>Restore Defaults</source>
        <translation>恢复默认</translation>
    </message>
    <message>
        <source>Cancel</source>
        <translation>取消</translation>
    </message>
    <message>
        <source>Ignore</source>
        <translation>忽略</translation>
    </message>
    <message>
        <source>N&amp;o to All</source>
        <translation>全部否(&amp;O)</translation>
    </message>
    <message>
        <source>Save All</source>
        <translation>全部保存</translation>
    </message>
    <message>
        <source>&amp;Cancel</source>
        <translation>取消(&amp;C)</translation>
    </message>
    <message>
        <source>Discard</source>
        <translation>丢弃</translation>
    </message>
    <message>
        <source>Yes to &amp;All</source>
        <translation>全部是(&amp;A)</translation>
    </message>
</context>
<context>
    <name>QAbstractSpinBox</name>
    <message>
        <source>&amp;Step up</source>
        <translation>增加(&amp;S)</translation>
    </message>
    <message>
        <source>Step &amp;down</source>
        <translation>减少(&amp;D)</translation>
    </message>
    <message>
        <source>&amp;Select All</source>
        <translation>选择全部(&amp;A)</translation>
    </message>
</context>
<context>
    <name>QColorDialog</name>
    <message>
        <source>&amp;Red:</source>
        <translation>红色(&amp;R):</translation>
    </message>
    <message>
        <source>&amp;Sat:</source>
        <translation>饱和度(&amp;S):</translation>
    </message>
    <message>
        <source>&amp;Val:</source>
        <translation>亮度(&amp;V):</translation>
    </message>
    <message>
        <source>Hu&amp;e:</source>
        <translation>色调(&amp;E):</translation>
    </message>
    <message>
        <source>Select Color</source>
        <translation>选择颜色</translation>
    </message>
    <message>
        <source>&amp;Add to Custom Colors</source>
        <translation>添加到自定义颜色(&amp;A)</translation>
    </message>
    <message>
        <source>Bl&amp;ue:</source>
        <translation>蓝色(&amp;U):</translation>
    </message>
    <message>
        <source>Pick Screen Color</source>
        <translation>取屏幕色</translation>
    </message>
    <message>
        <source>&amp;Pick Screen Color</source>
        <translation>取色(&amp;P)</translation>
    </message>
    <message>
        <source>Cursor at %1, %2
Press ESC to cancel</source>
        <translation>光标位置 %1, %2
按 ESC 取消</translation>
    </message>
    <message>
        <source>&amp;Green:</source>
        <translation>绿色(&amp;G):</translation>
    </message>
    <message>
        <source>&amp;Basic colors</source>
        <translation>基本颜色(&amp;B)</translation>
    </message>
    <message>
        <source>&amp;Custom colors</source>
        <translation>自定义颜色(&amp;C)</translation>
    </message>
    <message>
        <source>A&amp;lpha channel:</source>
        <translation>Alpha 通道(&amp;A):</translation>
    </message>
    <message>
        <source>Cursor at %1, %2, color: %3
Press ESC to cancel</source>
        <translation>光标位置: %1, %2, 颜色: %3
按 ESC 取消</translation>
    </message>
</context>
</TS>
