<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE TS>
<TS version="2.1" language="ko_KR">
  <context>
    <name>AboutDialog</name>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="17"/>
        <source>About GLideN64</source>
        <translation>GLideN64 정보</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="80"/>
        <source>About</source>
        <translation>정보</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="102"/>
        <source>The next generation open source graphics plugin for N64 emulators.</source>
        <translation>N64 에뮬레이터를 위한 차세대 오픈소스 그래픽 플러그인입니다.</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="125"/>
        <source>Authors</source>
        <translation>제작자</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="145"/>
        <source>Developer</source>
        <translation>개발자</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="169"/>
        <source>Beta tester</source>
        <translation>베타 테스터</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="193"/>
        <source>GUI designer</source>
        <translation>GUI 디자이너</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="207"/>
        <source>Contributors</source>
        <translation>기여자</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="240"/>
        <source>Funders</source>
        <translation>후원자</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="438"/>
        <source>... and more</source>
        <extracomment>Refers to more funders</extracomment>
        <translatorcomment>더 많은 자금 제공자를 말함</translatorcomment>
        <translation>... 그리고 더 많은 것</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="450"/>
        <source>Credits</source>
        <translation>크레딧</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="470"/>
        <source>Author of the original glN64 graphics plugin</source>
        <translation>오리지널 glN64 그래픽 플러그인의 작성자</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>glN64를 GL ES 2.0으로 포팅한 gles2n64의 작성자</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="518"/>
        <source>Author of the GlideHQ texture library</source>
        <translation>GlideHQ 텍스처 라이브러리 작성자</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.ui" line="542"/>
        <source>Author of z64, an OpenGL LLE plugin</source>
        <translation>OpenGL LLE 플러그인인 z64의 제작자</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/AboutDialog.cpp" line="20"/>
        <source>Close</source>
        <translation>닫기</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 설정</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="40"/>
        <location filename="../../src/GLideNUI/configDialog.ui" line="51"/>
        <source>Video</source>
        <translation>동영상</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;비디오 카드/모니터가 지원하는 모든 해상도가 표시되어야 합니다.&lt;/p&gt;&lt;p&gt;[추천:&lt;span style=&quot; font-style:italic;&quot;&gt; 성능이 문제가 되지 않는 한 모니터의 최대 해상도&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>테두리 없는 윈도우</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>전체 화면 해상도:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="110"/>
        <source>Refresh rate:</source>
        <translation>새로고침 빈도:</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;이 옵션은 창 모드의 해상도를 선택합니다. 사용자 지정 창 크기를 입력할 수도 있습니다.&lt;/p&gt;&lt;p&gt;[권장: &lt;span style=&quot; font-style:italic;&quot;&gt;640 x 480, 800 x 600, 1024 x 768, 1280 x 960&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="149"/>
        <source>Windowed resolution:</source>
        <translation>윈도우 해상도:</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>
        <translatorcomment>창 해상도 드롭다운에서</translatorcomment>
        <translation>커스텀</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;이 설정은 비디오 출력의 화면비를 조정합니다. 모든 N64 게임은 &lt;span style=&quot; font-weight:600;&quot;&gt;4:3&lt;/span&gt;을 지원합니다. 일부 게임은 게임 설정에서 &lt;span style=&quot; font-weight:600;&quot;&gt;16:9&lt;/span&gt;를 지원합니다.&lt;span style=&quot; font-weight:600;&quot;&gt;늘이기&lt;/span&gt;를 사용하면 필러 또는 레터박싱 없이 화면을 채울 수 있습니다.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;게임을 화면에 맞게 조정&lt;/span&gt;하여 늘이지 않고도 시야 공간을 조절하여 조정해 보세요. 많은 게임이 잘 조정되면 작동하지만, 그렇지 않은 게임도 있습니다.&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;화면비:&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 (추천)</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="205"/>
        <source>16:9</source>
        <translation>16:9</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="210"/>
        <source>Stretch</source>
        <translation>늘이기</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>
        <translatorcomment>이 옵션은 와이드스크린 해킹을 활성화합니다. &quot;시도해 보세요&quot;라는 문구는 작동하지 않을 수 있음을 의미하고, &quot;게임 조정&quot;이라는 문구는 에뮬레이션이 부정확할 수 있음을 의미합니다.</translatorcomment>
        <translation>게임을 화면에 맞게 조정</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;수직 동기화는 게임의 프레임 속도를 모니터의 화면 주사율과 동기화하여 화질을 향상시킬 수 있습니다. 이렇게 하면 이미지가 찢어지는 현상을 방지할 수 있지만 성능 문제가 발생할 수 있습니다.&lt;/p&gt;&lt;p&gt;[추천: &lt;span style=&quot; font-style:italic;&quot;&gt;일반적으로 꺼져 있고, 이미지 찢어짐 문제가 있는 경우 켜짐&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>수직동기화 활성화</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;스레드형 비디오는 OpenGL 드라이버가 좋지 않은 경우에도 성능을 향상시킬 수 있지만, 입력 지연은 일반적으로 0.5프레임 미만으로 매우 미미합니다.&lt;/p&gt;&lt;p&gt;[추천: &lt;span style=&quot; font-style:italic;&quot;&gt;일반적으로 꺼져 있지만, 성능 문제가 있는 경우는 예외&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>스레드 동영상 활성화</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>이 기능을 활성화하면 이미지가 N64 픽셀 단위로 지정된 값만큼 잘립니다. 일부 게임에서 검은색 테두리를 제거하는 데 유용합니다.</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="273"/>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="918"/>
        <source>Overscan</source>
        <translation>오버스캔</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="287"/>
        <source>NTSC</source>
        <translation>NTSC</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="340"/>
        <source>PAL</source>
        <translation>PAL</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="408"/>
        <source>Anti-aliasing</source>
        <translation>안티앨리어싱</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 type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;GLideN64는 들쭉날쭉한 폴리곤을 매끄럽게 만드는 두 가지 방법을 제공합니다:&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;빠른 근사 안티앨리어싱 (FXAA)&lt;/span&gt;: FXAA는 MSAA만큼 좋은 결과를 제공하는 후처리 필터입니다. FXAA를 사용하는 주된 이유는 &lt;span style=&quot; font-weight:600;&quot;&gt;N64 스타일 심도 비교&lt;/span&gt;와 함께 사용하기 때문입니다. FXAA는 출력 이미지에 약간의 흐릿함을 더하여 텍스트와 같은 일부 텍스처가 더 나빠 보일 수 있습니다.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;멀티샘플 안티앨리어싱 (MSAA)&lt;/span&gt;: MSAA는 컴퓨터 그래픽에서 이미지 품질을 개선하는 데 사용되는 표준 안티앨리어싱 기술입니다. 대부분의 최신 GPU는 2, 4, 8, 16개의 샘플을 지원합니다. 샘플이 많을수록 품질은 향상되지만 속도는 느려집니다. 두 가지 단점이 있습니다: &lt;span style=&quot; font-weight:600;&quot;&gt;N64 스타일 깊이 비교&lt;/span&gt;와 호환되지 않으며 일부 게임에서 사소한 문제가 발생할 수 있습니다.&lt;/p&gt;&lt;p&gt;추천: [&lt;span style=&quot; font-style:italic;&quot;&gt;일반적으로 16배 MSAA 또는 N64 스타일 심도 비교를 사용한 FXAA&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>안티앨리어싱 없음</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="445"/>
        <source>Fast approximate anti-aliasing (FXAA)</source>
        <translation>빠른 근사 안티앨리어싱(FXAA)</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="452"/>
        <source>Multisample anti-aliasing (MSAA):</source>
        <translation>멀티샘플 안티앨리어싱 (MSAA):</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="485"/>
        <location filename="../../src/GLideNUI/configDialog.ui" line="699"/>
        <source>Off</source>
        <translation>끔</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>
        <translatorcomment>숫자 집합 중 가장 높은 숫자</translatorcomment>
        <translation>높음</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>멀티샘플 안티앨리어싱은 &lt;a href=&quot;#n64DepthCompare&quot;&gt;N64 스타일 깊이 비교&lt;/a&gt;와 호환되지 않습니다.</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="658"/>
        <source>Filtering</source>
        <translation>필터링</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="682"/>
        <source>Anisotropic filtering:</source>
        <translation>비등방성 필터링:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="827"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Bilinear filtering&lt;/span&gt;: Textures will use standard PC-style bilinear filtering.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;N64-style 3 point&lt;/span&gt;: Textures will be filtered more like the N64. The result is less smooth but more accurate.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;이중선형 필터링&lt;/span&gt;: 텍스처는 표준 PC 스타일 이중선형 필터링을 사용합니다.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;N64 스타일 3 포인트&lt;/span&gt;: 텍스처가 N64와 비슷하게 필터링됩니다. 결과는 덜 부드럽지만 더 정확합니다.&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>이중선형 필터링:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="865"/>
        <source>Standard</source>
        <translation>보통</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>
        <translatorcomment>닌텐도 64에서 사용되는 3점 선형 필터링입니다.</translatorcomment>
        <translation>N64 스타일 3 포인트</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="898"/>
        <source>User Interface</source>
        <translation>사용자 인터페이스</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;선택한 언어는 이 창을 닫았다가 다시 열면 표시됩니다.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="939"/>
        <source>Language:</source>
        <translation>언어:</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>&lt;a href=&quot;#frameBuffer&quot;&gt;프레임 버퍼 에뮬레이션t&lt;/a&gt;이 꺼져 있기 때문에 이 탭의 일부 옵션이 비활성화되었습니다.</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1031"/>
        <source>Emulation</source>
        <translation>에뮬레이션</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;활성화하면, 기본값이 아닌 모든 설정 값이 각 게임별로 저장됩니다.&lt;/p&gt;&lt;p&gt;게임 실행 시 현재 실행 중인 게임의 설정이 표시되고 저장됩니다..&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;참고:&lt;/span&gt; GLideN64에는 대부분의 게임에 대한 최적 성능 설정이 이미 포함되어 있습니다. &apos;에뮬레이션&apos; 및 &apos;프레임 버퍼&apos; 탭의 옵션을 변경할 때는 주의하세요.&lt;/p&gt;&lt;p&gt;[추천: &lt;span style=&quot; font-style:italic;&quot;&gt;선택됨&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>게임별 설정 사용</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;N64는 PC에서 정확하게 재현하기 어려운 고유한 밉 매핑 방식을 사용합니다. 이 옵션을 선택하면 N64 수준의 밉 매핑을 에뮬레이션합니다. 이 옵션을 선택하지 않으면 일부 게임의 원거리 텍스처가 더 선명해집니다.&lt;/p&gt;&lt;p&gt;[추천: &lt;span style=&quot; font-style:italic;&quot;&gt;확인됨&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>N64 스타일 밉 매핑 활성화</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;N64 게임에서는 조명이 정점별로 계산됩니다. 이 옵션을 사용하면 더욱 부드럽고 사실적인 조명을 제공하는 퐁 셰이딩이 활성화됩니다.&lt;br/&gt;&lt;br/&gt;[추천: &lt;span style=&quot; font-style:italic;&quot;&gt;선호도&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>픽셀별 조명 활성화 (더 나은 품질, HLE 전용)</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 type="unfinished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;픽셀 범위 계산을 활성화합니다. &lt;/span&gt;&lt;/p&gt;&lt;p&gt;근사 픽셀 커버리지 계산을 활성화합니다. N64는 안티앨리어싱 및 일부 특수 블렌딩 모드에서 픽셀 커버리지를 사용합니다. 일부 게임에는 와이어프레임 모드(일명 &apos;펜 앤 잉크&apos; 모드)가 있습니다. 이 모드도 픽셀 커버리지 계산이 필요합니다. &lt;/p&gt;&lt;p&gt;[추천: 성능이 저하되지 않는 한 확인됨]&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>픽셀 커버리지 계산 활성화</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1121"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Enable inaccurate texture coordinates. &lt;/span&gt;&lt;/p&gt;&lt;p&gt;Enables inaccurate texture coordinate calculations. This can improve performance and texture pack compatibity at the cost of accuracy.&lt;/p&gt;&lt;p&gt;[Recommended: Unchecked, unless performance is hurt or for texture pack compatibility]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;부정확한 텍스처 좌표를 활성화합니다. &lt;/span&gt;&lt;/p&gt;&lt;p&gt;부정확한 텍스처 좌표 계산을 가능하게 합니다. 이로 인해 성능과 텍스처 팩 호환성이 향상되지만, 정확도는 떨어집니다.&lt;/p&gt;&lt;p&gt;[추천: 성능이 저하되거나 텍스처 팩 호환성을 위한 경우가 아니면 확인하지 않음]&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>부정확한 텍스처 좌표 활성화</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;컴파일된 셰이더 프로그램에 영구 저장소를 사용하세요.&lt;br/&gt;각 게임은 여러 개의 컴바이너를 사용합니다. 컴바이너는 다양한 색상 입력에서 출력 색상을 생성하는 방법을 정의하는 방정식입니다. GLideN64는 셰이더를 변환하고 셰이더 프로그램을 즉시 컴파일합니다. 셰이더는 크고 복잡합니다. 게임에서 여러 개의 새로운 컴바이너를 사용하는 경우, 새 셰이더를 컴파일하는 데 시간이 걸리고 끊김 현상이 발생할 수 있습니다. 이 옵션을 선택하면 이러한 셰이더가 저장되어 다음에 게임을 실행할 때 다시 컴파일되지 않습니다.&lt;/p&gt;&lt;p&gt;[추천: &lt;span style=&quot; font-style:italic;&quot;&gt;확인됨&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>성능을 위해 컴파일된 셰이더를 저장 (권장)</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;이 옵션은 출력 렌더 버퍼 크기를 설정합니다. 기본적으로 렌더 버퍼는 &lt;span style=&quot; font-weight:600;&quot;&gt;출력 해상도와 동일&lt;/span&gt;로 설정되지만, &lt;span style=&quot; font-weight:600;&quot;&gt;오리지널 N64 해상도&lt;/span&gt; 또는 &lt;span style=&quot; font-weight:600;&quot;&gt;N64 해상도의 배수&lt;/span&gt;로 설정할 수 있습니다.&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>내부 해상도</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1164"/>
        <source>Same as output resolution</source>
        <translation>출력 해상도와 동일</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1174"/>
        <source>Original N64 resolution (most accurate)</source>
        <translation>오리지널 N64 해상도 (가장 정확함)</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1191"/>
        <source>Multiple of N64 resolution:</source>
        <translation>N64 해상도의 배수:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1203"/>
        <source>x</source>
        <translation>x</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1234"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Some N64 games use gamma correction to brighten the image. When the frame buffer is enabled, gamma correction is applied automatically for all games that use it on the N64. You can use your own gamma correction instead with this option. The default level, used on the N64, is 2.&lt;/p&gt;&lt;p&gt;[Recommended: &lt;span style=&quot; font-style:italic;&quot;&gt;Unchecked; 2.00&lt;/span&gt;]&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;일부 N64 게임은 감마 보정을 사용하여 이미지를 밝게 합니다. 프레임 버퍼를 활성화하면 N64에서 감마 보정을 사용하는 모든 게임에 감마 보정이 자동으로 적용됩니다. 이 옵션을 사용하면 사용자가 직접 감마 보정을 사용할 수 있습니다. N64에서 사용되는 기본 감마 보정 수준은 2입니다.&lt;/p&gt;&lt;p&gt;[추천: &lt;span style=&quot; font-style:italic;&quot;&gt;확인되지 않음; 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>감마</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1248"/>
        <source>Custom gamma correction level:</source>
        <translation>커스텀 감마 보정 수준:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1340"/>
        <source>Selecting this option overrides gamma correction specified by the game.</source>
        <translation>이 옵션을 선택하면 게임에서 지정한 감마 보정이 무시됩니다.</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1371"/>
        <source>Dithering</source>
        <translation>디더링</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;실제 하드웨어처럼 이 설정은 디더링을 사용하는 경우 색상 수를 줄입니다. 원치 않는 디더링 부분을 제거합니다. 기본값 = 활성화.&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>5비트 양자화 활성화</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;이 설정은 노이즈 해상도를 두 배로 높여 고해상도에서 더욱 미세한 노이즈 효과를 얻습니다. 기본값 = 비활성화.&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>고해상도 노이즈 디더링</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;이 설정은 게임 제어 순서 그리드 디더링을 활성화합니다. 정확한 표현을 위해 활성화하세요. 기본값 = 비활성화.&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>출력 이미지의 디더링 패턴</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 디더링은 프레임 버퍼 효과가 있는 게임에서 색상 밴딩을 방지합니다.&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 이미지 디더링:</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;설정: 비활성화, Bayer 정렬 그리드 디더링, 마방진 정렬 그리드 디더링 또는 블루 노이즈 디더링. 블루 노이즈 디더링은 눈에 거슬리지 않는 결과를 생성합니다. 기본값 = 블루 노이즈 디더링.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1423"/>
        <source>disable</source>
        <translation>비활성화</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1428"/>
        <source>Bayer</source>
        <translation>바이엘</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1433"/>
        <source>Magic square</source>
        <translation>마방진</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1438"/>
        <source>Blue noise</source>
        <translation>블러 노이즈</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1451"/>
        <source>2D elements</source>
        <translation>2D 요소</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;이 옵션을 선택하면 2D 요소가 출력에 복사되기 전에 N64 해상도로 렌더링됩니다. 이렇게 하면 일반적으로 2D 요소 표시 문제가 해결되지만 속도가 느려질 수 있습니다. 이 옵션은 휴리스틱을 사용하여 인접한 2D 요소를 감지하는데, 이는 모든 게임에서 작동하지는 않습니다.&lt;/p&gt;&lt;p&gt;[추천: &lt;span style=&quot; font-style:italic;&quot;&gt;확인됨, 성능 문제가 없는 한&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>N64 해상도로 2D 요소를 렌더링 (최상의 품질이지만 느릴 수 있음):</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1493"/>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2146"/>
        <source>Disable</source>
        <translation>비활성화</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1498"/>
        <source>Enable optimized</source>
        <translation>최적화된 활성화</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1503"/>
        <source>Enable unoptimized</source>
        <translation>최적화되지 않은 활성화</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1515"/>
        <source>Remove colored halos around transparent objects</source>
        <translation>투명한 물체 주변의 색깔 있는 후광 제거</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;텍스처 사각형의 텍스처 좌표를 네이티브 해상도에서 사용하는 값에 바인딩합니다. 텍스처 경계를 벗어나는 가비지를 방지하지만, 가장자리가 딱딱해질 수 있습니다.&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>텍스처 좌표에 대한 기본 해상도 경계 활성화</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;일부 게임에서는 2D 요소의 일부 좌표가 정렬되지 않습니다. 인접한 요소 사이에 반픽셀씩 분할됩니다. N64의 원래 해상도로 렌더링할 때는 보이지 않지만, 이미지를 확대하면 검은색 선이 나타납니다. 이 옵션은 이러한 2D 요소를 연결합니다.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;인접한 2D 요소에 적용&lt;/span&gt;: 보정이 필요한 폴리곤에만 보정을 적용합니다. 검은색 선 문제가 있는 게임의 경우 이 옵션을 선택하세요.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;항상&lt;/span&gt;: 모든 2D 요소에 보정을 적용합니다.&lt;span style=&quot; font-weight:600;&quot;&gt;인접한 2D 요소의 경우&lt;/span&gt;가 도움이 되지 않을 때 이 옵션을 선택하세요.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;절대 안 함&lt;/span&gt;: 2D 요소 사이의 검은색 선을 보정하지 않습니다.&lt;/p&gt;&lt;p&gt;[추천: &lt;span style=&quot; font-style:italic;&quot;&gt;게임에 따라 다름, 대부분 절대 안 함&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>
        <translatorcomment>이전에는 texrects로 표시되었던 2D 요소는 일반적으로 타이틀 화면이나 HUD에 사용됩니다.</translatorcomment>
        <translation>2D 요소 사이의 검은색 선 수정:</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>
        <translatorcomment>이 컨트롤의 레이블은 &quot;2D 요소 사이의 검은색 선 수정&quot;입니다.</translatorcomment>
        <translation>인접한 2D 요소의 경우</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>
        <translatorcomment>이 컨트롤의 레이블은 &quot;2D 요소 사이의 검은색 선 수정&quot;입니다.</translatorcomment>
        <translation>항상</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>절대 없음</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;배경은 큰 이미지 (일반적으로 전체 화면)를 렌더링하는 데 사용되는 복잡한 매크로 명령입니다. 배경 이미지는 일반적으로 텍스처 메모리에 맞지 않기 때문에 마이크로코드는 이미지를 좁은 스트립으로 분할하여 하나씩 렌더링합니다. HLE 코드에는 배경 명령을 에뮬레이션하는 두 가지 모드가 있습니다:&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;원피스&lt;/span&gt;: 배경 이미지 전체를 하나의 텍스처가 적용된 직사각형으로 렌더링합니다. 이 방법은 일반적으로 훨씬 빠르지만, 결과가 항상 정확한 것은 아닙니다.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;스트립 방식&lt;/span&gt;: 이 방법은 실제 마이크로코드 구현에 최대한 가깝게 배경 명령을 에뮬레이션합니다. 속도는 느리지만 더 정확합니다. 또 다른 문제: 일부 게임에서는 고해상도로 렌더링된 스트립 사이에 간격이 있을 수 있습니다. &amp;quot;N64 해상도에서 2D 요소 렌더링&amp;quot; 옵션을 사용하여 간격을 제거하세요.&lt;/p&gt;&lt;p&gt;[추천: &lt;span style=&quot; font-style:italic;&quot;&gt;게임에 따라 다름, 대부분 스트립 방식&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>배경 렌더링 모드 (HLE 전용):</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1655"/>
        <source>One piece</source>
        <translation>원 피스</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1662"/>
        <source>Stripped</source>
        <translation>스트립 방식</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1759"/>
        <source>Frame buffer</source>
        <translation>프레임 버퍼</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="1788"/>
        <source>Emulate frame buffer</source>
        <translation>프레임 버퍼 에뮬레이션</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;이 옵션을 선택 해제하면 자르기, 종횡비, N64 해상도, N64 스타일 심도 비교 등 여러 효과가 비활성화됩니다. 성능 문제가 발생하지 않는 한 이 옵션을 선택 해제하지 마세요.&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;이 옵션을 선택하면 렌더링이 완료된 직후 보조 색상 버퍼가 N64 메모리에 복사됩니다. 이 옵션은 일부 게임에서 프레임 버퍼 효과를 정확하게 에뮬레이션하는 데 도움이 됩니다. 하지만 이 옵션을 선택하면 성능이 눈에 띄게 저하될 수 있습니다.&lt;/p&gt;&lt;p&gt;[추천: &lt;span style=&quot; font-style:italic;&quot;&gt;일반적으로 확인되지 않음&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>보조 색상 버퍼를 N64 메모리에 복사 (때로는 느리지만 게임 문제가 적음)</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;이 옵션은 GLideN64가 메인 프레임 버퍼를 업데이트하는 빈도를 제어합니다.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;수직 인터럽트&lt;/span&gt;: 버퍼를 최대한 빨리 업데이트합니다. 매 초마다 수직 인터럽트(PAL 게임의 경우 50회, NTSC 게임의 경우 60회)가 발생합니다. 이 옵션이 가장 호환성이 좋습니다. 성능에 문제가 없는 한 이 모드를 사용하세요.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;VI 원점 변경&lt;/span&gt;: VI 원점은 게임의 실제 FPS에 따라 변경됩니다. N64 게임은 일반적으로 20~30 FPS로 실행되므로 버퍼 교체 빈도가 첫 번째 모드보다 낮습니다. 이 모드는 단일 버퍼링을 사용하는 게임에서는 작동하지 않으며, 이러한 게임은 드뭅니다.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;색상 버퍼 변경&lt;/span&gt;: 이 옵션은 프레임 버퍼가 변경되었는지 확인합니다. 이 옵션이 작동하지 않는 게임도 있습니다.&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>프레임 버퍼 교체:</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>
        <translatorcomment>&quot;수직 인터럽트&quot;는 종종 &quot;VI&quot;로 줄여서 사용합니다. 이 컨트롤은 &quot;프레임 버퍼 스왑 켜짐&quot;이라는 레이블이 붙은 콤보박스입니다.</translatorcomment>
        <translation>수직 인터럽트 (권장, 게임 문제 가장 적음)</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>
        <translatorcomment>&quot;VI&quot;는 &quot;수직 인터럽트&quot;를 의미합니다. 이 컨트롤은 &quot;프레임 버퍼 스왑 켜기&quot;라는 레이블이 붙은 콤보박스입니다.</translatorcomment>
        <translation>VI 원점 변경 (빠르고 게임 문제 적음)</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>
        <translatorcomment>이 컨트롤은 &quot;프레임 버퍼 스왑 켜짐:&quot;이라는 라벨이 붙은 콤보 상자입니다</translatorcomment>
        <translation>색상 버퍼 변경 (가장 빠르고, 일부 게임 문제 발생)</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;일부 에뮬레이터는 프레임 버퍼를 읽고 쓰는 시점을 감지하는 데 실패합니다. 에뮬레이터 도움말을 비활성화하면 GLideN64가 프레임 버퍼를 직접 읽고 쓸 수 있습니다.&lt;/p&gt;&lt;p&gt;[추천: &lt;span style=&quot; font-style:italic;&quot;&gt;일반적으로 확인되지 않지만, 일부 게임/에뮬레이터의 경우 확인이 더 빠를 수 있음&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>에뮬레이터 도움말을 사용하여 프레임 버퍼를 읽고 씀</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;이 옵션을 선택하면, 색상 버퍼를 청크 단위로 읽습니다. 그렇지 않으면 버퍼 전체를 읽습니다. 게임에서 전체 버퍼를 읽어야 하는 경우, 이 옵션을 선택하면 속도가 느려질 수 있습니다.&lt;/p&gt;&lt;p&gt;[추천: &lt;span style=&quot; font-style:italic;&quot;&gt;일반적으로 색상 버퍼를 전체로 읽기 때문에 선택하지 않음&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>
        <translatorcomment>&quot;읽기&quot;는 &quot;에뮬레이터 도움말을 사용하여 프레임 버퍼를 읽고 쓰기&quot;를 의미함</translatorcomment>
        <translation>4KB 단위로 색상 버퍼 읽기</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;선택 시, 깊이 버퍼를 청크 단위로 읽습니다. 선택하지 않으면 버퍼 전체를 읽습니다. 게임에서 전체 버퍼를 읽어야 하는 경우, 이 옵션을 선택하면 속도가 느려질 수 있습니다.&lt;/p&gt;&lt;p&gt;[추천, &lt;span style=&quot; font-style:italic;&quot;&gt;선택됨, 깊이 버퍼를 전체로 읽는 경우가 많지 않기 때문&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>
        <translatorcomment>&quot;읽기&quot;는 &quot;에뮬레이터 도움말을 사용하여 프레임 버퍼를 읽고 쓰기&quot;를 의미함</translatorcomment>
        <translation>4KB 단위로 깊이 버퍼 읽기</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;일부 게임에서는 GLideN64가 프레임 버퍼 사용 시점을 감지하지 못합니다. 이 옵션을 사용하면 GLideN64가 비디오 카드 프레임 버퍼의 각 프레임을 N64 메모리에 복사하도록 설정할 수 있습니다.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;사용 안 함&lt;/span&gt;: 비디오 카드에서 버퍼 복사를 비활성화합니다.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;동기화&lt;/span&gt;: 모든 게임에서 효과가 감지되지만, 속도가 느릴 수 있습니다.&lt;span style=&quot; font-weight:600;&quot;&gt;비동기화&lt;/span&gt;가 작동하지 않는 게임에 사용하세요.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;비동기화&lt;/span&gt;: 대부분의 게임에서 효과가 감지됩니다.&lt;/p&gt;&lt;p&gt;[추천: &lt;span style=&quot; font-style:italic;&quot;&gt;일반적으로 비동기화&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>비디오 카드 프레임 버퍼를 N64 메모리로 복사:</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>절대 없음 (가장 빠르고 게임 문제가 많음)</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>
        <translatorcomment>이것은 &quot;비디오 카드 프레임 버퍼를 N64 메모리에 복사&quot;라는 라벨이 있는 콤보박스 옵션입니다.</translatorcomment>
        <translation>동기식 (가장 느리고 게임 문제 가장 적음)</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>
        <translatorcomment>이것은 &quot;비디오 카드 프레임 버퍼를 N64 메모리에 복사&quot;라는 라벨이 있는 콤보박스 옵션입니다.</translatorcomment>
        <translation>비동기식 (빠르고, 게임 문제 거의 없음)</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;깊이 버퍼는 일부 효과(예: 코로나)를 에뮬레이션하는 데 사용됩니다:&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;절대 안 함&lt;/span&gt;: 깊이 버퍼가 비활성화됩니다.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;VRAM에서&lt;/span&gt;: 비디오 카드의 깊이 버퍼는 각 프레임마다 N64 메모리에 복사되므로 일부 게임에서는 느릴 수 있습니다.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;소프트웨어에서&lt;/span&gt;: 일반적으로 VRAM에서 복사하는 것보다 빠르지만 결과가 완벽하지 않을 수 있습니다.&lt;/p&gt;&lt;p&gt;[추천:&lt;span style=&quot; font-style:italic;&quot;&gt; 소프트웨어에서&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>비디오 카드 깊이 버퍼를 N64 메모리에 복사:</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>
        <translatorcomment>이것은 &quot;비디오 카드 프레임 버퍼를 N64 메모리에 복사&quot;라는 라벨이 있는 콤보박스 옵션입니다.</translatorcomment>
        <translation>절대 없음 (가장 빠르고 대부분의 게임 문제)</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>
        <translatorcomment>이것은 &quot;비디오 카드 프레임 버퍼를 N64 메모리에 복사&quot;라는 라벨이 있는 콤보박스 옵션입니다.</translatorcomment>
        <translation>VRAM에서 (느림, 일부 게임 문제)</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>
        <translatorcomment>이것은 &quot;비디오 카드 프레임 버퍼를 N64 메모리에 복사&quot;라는 라벨이 있는 콤보박스 옵션입니다.</translatorcomment>
        <translation>소프트웨어 (빠르고, 게임 문제 가장 적음)</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;N64는 카메라의 심도를 계산하는 고유한 방식을 사용합니다. 활성화된 경우, GlideN64는 셰이더를 사용하여 이러한 계산을 정확하게 에뮬레이션합니다. 안티앨리어싱과는 호환되지 않습니다. &lt;span style=&quot; font-weight:600;&quot;&gt;실험적!&lt;/span&gt;&lt;/p&gt;&lt;p&gt;빠른 모드에는 OpenGL 4.2와 &amp;quot;프래그먼트 셰이더 인터록&amp;quot; 확장이 필요합니다.&lt;/p&gt;&lt;p&gt;호환 모드에는 핵심 OpenGL 4.2만 필요함 &lt;span style=&quot; font-weight:600;&quot;&gt;느릴 수 있음!&lt;/span&gt;&lt;/p&gt;&lt;p&gt;[추천: &lt;span style=&quot; font-style:italic;&quot;&gt;몇몇 게임에서 가끔씩 체크됨&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 스타일 깊이 비교 (실험적, MSAA 비활성화)</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2151"/>
        <source>Fast</source>
        <translation>빠름</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2156"/>
        <source>Compatible</source>
        <translation>호환 가능</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;강제 깊이 버퍼 지우기를 활성화하세요. 해킹입니다. 영광의 세인트 앤드류스에 필요합니다.&lt;/p&gt;&lt;p&gt;[추천: &lt;span style=&quot; font-style:italic;&quot;&gt;영광의 세인트 엔드류스를 제외하고 끔&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>강제 깊이 버퍼 정리</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;이 옵션을 선택하면 프레임 버퍼가 화면에 직접 렌더링됩니다. 이렇게 하면 일부 그래픽 문제는 방지되지만, 속도 저하나 시각적 품질 문제가 발생할 수 있습니다.&lt;/p&gt;&lt;p&gt;[추천: &lt;span style=&quot; font-style:italic;&quot;&gt;일반적으로 선택 해제&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>N64 프레임 버퍼를 렌더링하여 출력</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;이 옵션은 SSAO 및 피사계 심도와 같은 일부 Reshade 심도 의존 효과에 필요합니다.&lt;/p&gt;&lt;p&gt;[추천: &lt;span style=&quot; font-style:italic;&quot;&gt;Reshade를 사용하고 깊이에 따른 효과가 필요한 경우에만&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>메인 깊이 버퍼에 깊이 복사</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2237"/>
        <source>Texture enhancement</source>
        <translation>텍스처 향상</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2246"/>
        <source>N64 textures</source>
        <translation>N64 텍스처</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;이 필터는 텍스처를 부드럽게 하거나 선명하게 합니다. 부드럽게 하는 필터 4개와 선명하게 하는 필터 2개가 있습니다. 숫자가 높을수록 효과가 강해집니다. 게임 및/또는 PC에 따라 성능에 영향을 줄 수 있습니다.&lt;/p&gt;&lt;p&gt;[추천: &lt;span style=&quot; font-style:italic;&quot;&gt;기본 설정&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>필터:</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>
        <translatorcomment>텍스처 필터링 없음----------텍스처 향상 없음</translatorcomment>
        <translation>없음</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2296"/>
        <source>Smooth filtering 1</source>
        <translation>부드러운 필터링 1</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2301"/>
        <source>Smooth filtering 2</source>
        <translation>부드러운 필터링 2</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2306"/>
        <source>Smooth filtering 3</source>
        <translation>부드러운 필터링 3</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2311"/>
        <source>Smooth filtering 4</source>
        <translation>부드러운 필터링 4</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2316"/>
        <source>Sharp filtering 1</source>
        <translation>샤프 필터링 1</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2321"/>
        <source>Sharp filtering 2</source>
        <translation>샤프 필터링 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;12개의 필터를 선택할 수 있습니다. 필터에 따라 성능 문제가 발생할 수 있습니다.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;저장&lt;/span&gt;을 선택하면 텍스처가 그대로 캐시에 저장됩니다. 이렇게 하면 많은 텍스처를 로드하는 게임의 성능이 향상됩니다. 최상의 성능을 위해 &lt;span style=&quot; font-weight:600;&quot;&gt;배경 비활성화&lt;/span&gt;를 선택 해제하세요.&lt;/p&gt;&lt;p&gt;[추천: &lt;span style=&quot; font-style:italic;&quot;&gt;기본 설정&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>향상:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2366"/>
        <source>Store</source>
        <extracomment>Store texture enhancement</extracomment>
        <translatorcomment>질감 향상 저장</translatorcomment>
        <translation>저장</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;이 옵션은 향상된 텍스처의 포스터화 문제를 줄이는 전처리 단계를 활성화합니다.&lt;/p&gt;&lt;p&gt;[추천:&lt;span style=&quot; font-style:italic;&quot;&gt; xBRZ에서 확인됨&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>색상 밴딩 감소 (xBRZ 향상에 권장)</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;이 옵션은 일반적으로 배경에 사용되는 길고 좁은 텍스처의 텍스처 향상을 건너뜁니다. 이렇게 하면 텍스처 메모리를 절약하고 성능을 향상시킬 수 있습니다.&lt;/p&gt;&lt;p&gt;[추천: &lt;span style=&quot; font-style:italic;&quot;&gt;향상이 저장으로 설정되어 있지 않으면 확인됨&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>배경 비활성화</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>메모리 캐시 대신 파일 저장소를 사용</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2504"/>
        <source>Use texture pack</source>
        <translation>텍스처 팩을 사용</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;텍스처 팩이 있는 폴더의 경로를 선택하세요.&lt;br/&gt;기본값: 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>텍스처 팩 경로:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2577"/>
        <source>Texture cache path:</source>
        <translation>텍스처 캐시 경로:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2599"/>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2615"/>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2631"/>
        <source>...</source>
        <translation>...</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2647"/>
        <source>Texture dump path:</source>
        <translation>텍스처 덤프 경로:</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;이 옵션을 선택하지 않으면 Rice Video를 사용할 때처럼 텍스처가 그대로 로드됩니다. 투명도 설정은 켜짐 또는 꺼짐으로 선택할 수 있습니다. 이 옵션을 선택하면 GlidedN64에서 텍스처의 알파 채널 디자인을 확인하고 가장 적합한 형식을 선택합니다. 이를 통해 텍스처 팩 디자이너는 반투명 텍스처를 자유롭게 사용할 수 있습니다.&lt;/p&gt;&lt;p&gt;오래되었거나 디자인이 좋지 않은 텍스처 팩의 경우 이 옵션을 선택하지 마세요.&lt;/p&gt;&lt;p&gt;[추천:&lt;span style=&quot; font-style:italic;&quot;&gt; 텍스처 팩에 따라 다름&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>전체 투명도 사용 (최신 텍스처 팩에 권장)</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;이 옵션은 Rice Video의 팔레트 CRC 계산 버그를 에뮬레이트합니다. 텍스처를 불러오는 데 문제가 있으면 이 옵션을 선택하거나 선택 해제해 보세요.&lt;/p&gt;&lt;p&gt;[추천: &lt;span style=&quot; font-style:italic;&quot;&gt;대부분 선택 해제, 이전 텍스처 팩의 경우 선택됨&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>대체 CRC 계산 (이전 Rice Video 팩용)</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;이 옵션은 고해상도 텍스처를 위한 대체 저장소를 활성화합니다.&lt;/p&gt;&lt;p&gt;일반적으로 메모리 캐시가 사용됩니다. 모든 고해상도 텍스처를 RAM에 저장하므로 사용 가능한 RAM 크기에 따라 제한됩니다.&lt;/p&gt;&lt;p&gt;파일 저장소는 텍스처 캐시를 HDD에 저장합니다. 메모리 캐시보다 느리지만 캐시 크기에는 사실상 제한이 없습니다.&lt;/p&gt;&lt;p&gt;더 나은 성능을 위해 &amp;quot;텍스처 캐시 압축&amp;quot; 옵션을 비활성화하세요.&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>파일 저장 공간이나 캐시가 없이 사용 (더 심한 끊김 현상을 유발하므로 게임 플레이에는 권장하지 않음)</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;강화되고 필터링된 텍스처를 캐시하여 성능을 향상시킬 수 있습니다. 이 옵션은 텍스처 캐시에 할당되는 메모리 용량을 조정합니다. 일반적으로 동일한 텍스처에 대한 요청이 많을 때 성능이 향상될 수 있습니다. 일반적으로 128MB면 충분하지만, 게임마다 최적의 옵션은 다릅니다. 슈퍼 마리오 64는 32MB 이상을 필요로 하지 않지만, Conker&apos;s Bad Fur Day는 256MB 이상을 활용할 수 있습니다. 성능 문제가 있는 경우 적절히 조정하세요. 이 옵션을 0으로 설정하면 캐시가 비활성화됩니다.&lt;/p&gt;&lt;p&gt;[추천: &lt;span style=&quot; font-style:italic;&quot;&gt;PC 및 게임에 따라 다름&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>향상된 텍스처를 위한 메모리 캐시 크기:</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>
        <translatorcomment>메가바이트</translatorcomment>
        <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>VRAM에서 고해상도 텍스처 크기 제한 (0 = 제한 없음): </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;이 옵션은 이전에 로드하고 개선한 모든 텍스처를 PC에 저장합니다. 게임을 다시 시작할 때 텍스처를 다시 생성할 필요가 없어 성능이 향상됩니다.&lt;/p&gt;&lt;p&gt;텍스처 팩을 사용하면 게임 실행 시 팩 로딩 시간이 몇 초밖에 걸리지 않습니다. 일반적으로 로딩에 5~60초가 걸립니다. 하지만 텍스처 팩을 변경하는 경우 텍스처 캐시를 수동으로 삭제해야 합니다. 저장된 캐시 파일은 플러그인 폴더 내의 Cache 폴더에 저장됩니다.&lt;/p&gt;&lt;p&gt;[추천: &lt;span style=&quot; font-style:italic;&quot;&gt;확인됨&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>향상된 텍스처 캐시를 하드 디스크에 저장</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;텍스처가 압축되어 캐시에 더 많은 텍스처를 저장할 수 있습니다. 압축률은 텍스처마다 다르지만 일반적으로 원본 크기의 1/5로 압축됩니다.&lt;/p&gt;&lt;p&gt;[추천: &lt;span style=&quot; font-style:italic;&quot;&gt;선택됨&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>텍스처 캐시 압축</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;이 옵션은 텍스처 캐시와 비디오 카드 메모리에서 텍스처가 사용하는 공간을 절반으로 줄여 성능을 향상시킵니다. 색상을 줄일 때 GLideN64는 원본 품질을 최대한 유지하려고 노력합니다. 대부분의 텍스처에서는 거의 눈에 띄지 않지만, 하늘과 같은 일부 텍스처는 눈에 띄게 나빠 보일 수 있습니다.&lt;/p&gt;&lt;p&gt;[추천: &lt;span style=&quot; font-style:italic;&quot;&gt;확인되지 않음&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>텍스처를 16 bpp로 변환</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2890"/>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1009"/>
        <source>OSD</source>
        <translation>OSD</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2893"/>
        <source>On-screen display</source>
        <translation>화면 디스플레이</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2906"/>
        <source>Position</source>
        <translation>위치</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="2950"/>
        <source>Right</source>
        <translation>오른쪽</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3002"/>
        <source>Bottom left</source>
        <translation>왼쪽 하단</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3054"/>
        <source>Top</source>
        <translation>상단</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3106"/>
        <source>Bottom right</source>
        <translation>오른쪽 하단</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3161"/>
        <source>Left</source>
        <translation>왼쪽</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3252"/>
        <source>Top left</source>
        <translation>왼쪽 상단</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3304"/>
        <source>Bottom</source>
        <translation>하단</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3356"/>
        <source>Top right</source>
        <translation>오른쪽 상단</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3393"/>
        <source>Display FPS</source>
        <translation>FPS 표시</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3400"/>
        <source>Display VI/s</source>
        <translation>VI/s 표시</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3407"/>
        <source>Display percentage</source>
        <translation>백분율 표시</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3414"/>
        <source>Display internal resolution</source>
        <translation>내부 해상도 표시</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3421"/>
        <source>Display rendering resolution</source>
        <translation>렌더링 해상도 표시</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3428"/>
        <source>Display statistics</source>
        <translation>통계 표시</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3452"/>
        <source>Font</source>
        <translation>글꼴</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3508"/>
        <source>Size:</source>
        <extracomment>Font size</extracomment>
        <translatorcomment>폰트 크기</translatorcomment>
        <translation>크기:</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>
        <translatorcomment>글꼴 크기 픽셀의 약자입니다. 적절한 경우 앞에 공백을 포함함</translatorcomment>
        <translation> px</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3556"/>
        <source>Color:</source>
        <translation>색상:</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>미리보기</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. 글꼴 미리보기는 글꼴 패밀리의 일반 스타일만 표시합니다. 굵게, 기울임체와 같은 일부 스타일은 게임에서만 표시됩니다.

2. 원하는 글꼴이 위에 나열되지 않은 경우:
* GLideN64.ini가 있는 설치 경로로 이동하여 텍스트 편집기로 엽니다.
* 활성 프로필 [기본값 = 사용자]를 찾고,
* &quot;font\name=NAME.ttf&quot; 값을 &quot;font\name=Full Name of Font.ttf&quot;로 변경
   글꼴 이름 앞에 글꼴 경로를 포함하지 마세요.
* 파일을 저장합니다.

글꼴의 전체 이름은 설정&gt;개인 설정&gt;글꼴에서 확인할 수 있음</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3733"/>
        <source>Hotkey</source>
        <translation>단축키</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3747"/>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="466"/>
        <source>Debug</source>
        <translation>디버그</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3756"/>
        <source>Dump low-level info</source>
        <translation>저수준 정보 덤프</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3763"/>
        <source>Dump display list commands</source>
        <translation>덤프 표시 목록 명령</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3770"/>
        <source>Dump detailed info (matrices, vertices, etc.)</source>
        <translation>자세한 정보 덤프 (행렬, 정점 등)</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3827"/>
        <source>This game</source>
        <translation>이 게임</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3834"/>
        <source>Save settings for:</source>
        <translation>다음에 대한 설정을 저장:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3841"/>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3851"/>
        <source>Settings profile:</source>
        <translation>설정 프로필:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/configDialog.ui" line="3871"/>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1128"/>
        <source>Remove</source>
        <translation>제거</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="79"/>
        <source>Toggle textures dump</source>
        <translation>텍스처 덤프 전환</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="81"/>
        <source>Reload HD textures</source>
        <translation>HD 텍스처 다시 로드</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="83"/>
        <source>Toggle HD textures</source>
        <translation>HD 텍스처 전환</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="85"/>
        <source>Toggle texcoords bounds</source>
        <translation>텍스트 좌표 경계 전환</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="87"/>
        <source>Toggle 2D texrects in native resolution</source>
        <translation>기본 해상도에서 2D 텍스트 전환</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="89"/>
        <source>Toggle VSync</source>
        <translation>수직동기화 전환</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="91"/>
        <source>Toggle frame buffer emulation</source>
        <translation>프레임 버퍼 에뮬레이션 전환</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="93"/>
        <source>Toggle N64 depth compare</source>
        <translation>N64 깊이 비교 전환</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="95"/>
        <source>Toggle OSD VI/S</source>
        <translation>OSD VI/S 전환</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="97"/>
        <source>Toggle OSD FPS</source>
        <translation>OSD FPS 전환</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="99"/>
        <source>Toggle OSD percent</source>
        <translation>OSD 백분율 전환</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="101"/>
        <source>Toggle OSD internal resolution</source>
        <translation>OSD 내부 해상도 전환</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="103"/>
        <source>Toggle OSD rendering resolution</source>
        <translation>OSD 렌더링 해상도 전환</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="105"/>
        <source>Toggle force gamma correction</source>
        <translation>강제 감마 보정 전환</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="107"/>
        <source>Toggle inaccurate texture coordinates</source>
        <translation>부정확한 텍스처 좌표 전환</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="109"/>
        <source>Unknown hotkey</source>
        <translation>알 수 없는 단축키</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="428"/>
        <source>Save and Close</source>
        <translation>저장하고 닫기</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="429"/>
        <source>Save</source>
        <translation>저장</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="430"/>
        <source>Close</source>
        <translation>닫기</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>기본값 복원</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="444"/>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1208"/>
        <source>Click me</source>
        <translation>나를 클릭해 주세요</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>새로 만들기...</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>텍스처 팩 폴더를 만들지 못했습니다. 폴더를 변경하거나 텍스처 팩을 꺼주세요.</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>텍스처 팩 캐시 폴더를 만들지 못했습니다. 폴더를 변경하거나 텍스처 팩을 꺼주세요.</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>텍스처 덤프 폴더를 만들지 못했습니다. 폴더를 변경하거나 텍스처 팩 덤프 기능을 해제하세요.</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>모든 설정을 기본값으로 재설정할까요?</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="840"/>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1129"/>
        <source>Cancel</source>
        <translation>취소</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>새로운 프로필</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1066"/>
        <source>New profile name:</source>
        <translation>새로운 프로필 이름:</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1072"/>
        <source>New settings profiles cannot be called &quot;New...&quot;.</source>
        <translation>새로운 설정 프로필은 &quot;새로 만들기...&quot;라고 불릴 수 없습니다.</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1078"/>
        <source>Please type a name for your new settings profile.</source>
        <translation>새로운 설정 프로필의 이름을 입력하세요.</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1084"/>
        <source>This settings profile already exists.</source>
        <translation>이 설정 프로필은 이미 존재합니다.</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>설정 프로필을 제거할까요 &quot;</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1124"/>
        <source>&quot;?</source>
        <translation>&quot;?</translation>
    </message>
    <message>
        <location filename="../../src/GLideNUI/ConfigDialog.cpp" line="1125"/>
        <source>Remove Profile</source>
        <translation>프로필 제거</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>
        <translatorcomment>Hertz의 약어입니다. 적절한 경우 앞에 공백을 넣으세요.</translatorcomment>
        <translation> Hz</translation>
    </message>
</context>
<context>
    <name>QPlatformTheme</name>
    <message>
        <source>OK</source>
        <translation>확인</translation>
    </message>
    <message>
        <source>&amp;No</source>
        <translation>아니오(&amp;N)</translation>
    </message>
    <message>
        <source>&amp;Yes</source>
        <translation>예(&amp;Y)</translation>
    </message>
    <message>
        <source>Help</source>
        <translation>도움말</translation>
    </message>
    <message>
        <source>Open</source>
        <translation>열기</translation>
    </message>
    <message>
        <source>Save</source>
        <translation>저장</translation>
    </message>
    <message>
        <source>Abort</source>
        <translation>중단</translation>
    </message>
    <message>
        <source>Apply</source>
        <translation>적용</translation>
    </message>
    <message>
        <source>Close</source>
        <translation>닫기</translation>
    </message>
    <message>
        <source>Reset</source>
        <translation>재설정</translation>
    </message>
    <message>
        <source>Retry</source>
        <translation>재시도</translation>
    </message>
    <message>
        <source>Restore Defaults</source>
        <translation>기본값 복원</translation>
    </message>
    <message>
        <source>Cancel</source>
        <translation>취소</translation>
    </message>
    <message>
        <source>Ignore</source>
        <translation>무시</translation>
    </message>
    <message>
        <source>N&amp;o to All</source>
        <translation>모두 아니오(&amp;O)</translation>
    </message>
    <message>
        <source>Save All</source>
        <translation>모두 저장</translation>
    </message>
    <message>
        <source>&amp;Cancel</source>
        <translation>취소(&amp;C)</translation>
    </message>
    <message>
        <source>Discard</source>
        <translation>지우기</translation>
    </message>
    <message>
        <source>Yes to &amp;All</source>
        <translation>모두 예(&amp;A)</translation>
    </message>
</context>
<context>
    <name>QAbstractSpinBox</name>
    <message>
        <source>&amp;Step up</source>
        <translation>한 단계 위(&amp;S)</translation>
    </message>
    <message>
        <source>Step &amp;down</source>
        <translation>한 단계적 아래(&amp;D)</translation>
    </message>
    <message>
        <source>&amp;Select All</source>
        <translation>모두 선택(&amp;S)</translation>
    </message>
</context>
<context>
    <name>QColorDialog</name>
    <message>
        <source>&amp;Red:</source>
        <translation>빨강(&amp;R):</translation>
    </message>
    <message>
        <source>&amp;Sat:</source>
        <translation>채도(&amp;S):</translation>
    </message>
    <message>
        <source>&amp;Val:</source>
        <translation>명도(&amp;V):</translation>
    </message>
    <message>
        <source>Hu&amp;e:</source>
        <translation>색조(&amp;E):</translation>
    </message>
    <message>
        <source>Select Color</source>
        <translation>색상 선택</translation>
    </message>
    <message>
        <source>&amp;Add to Custom Colors</source>
        <translation>커스텀 색상에 추가(&amp;A)</translation>
    </message>
    <message>
        <source>Bl&amp;ue:</source>
        <translation>파랑(&amp;U):</translation>
    </message>
    <message>
        <source>Pick Screen Color</source>
        <translation>화면 색상 선택</translation>
    </message>
    <message>
        <source>&amp;Pick Screen Color</source>
        <translation>화면 색상 선택(&amp;P)</translation>
    </message>
    <message>
        <source>Cursor at %1, %2
Press ESC to cancel</source>
        <translation>커서가 %1, %2에 있음
취소하려면 ESC를 누르세요</translation>
    </message>
    <message>
        <source>&amp;Green:</source>
        <translation>초록(&amp;G):</translation>
    </message>
    <message>
        <source>&amp;Basic colors</source>
        <translation>기본 색상(&amp;B)</translation>
    </message>
    <message>
        <source>&amp;Custom colors</source>
        <translation>커스텀 색상(&amp;C)</translation>
    </message>
    <message>
        <source>A&amp;lpha channel:</source>
        <translation>알파 채널(&amp;L):</translation>
    </message>
    <message>
        <source>Cursor at %1, %2, color: %3
Press ESC to cancel</source>
        <translation>커서가 %1, %2에 있음, 색상: %3
취소하려면 ESC를 누르세요</translation>
    </message>
</context>
</TS>
