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24年8月版本开始
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yunzlp committed Jul 18, 2024
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"Enabled":"启用",
"Encoding And Hashing":"编码和哈希",
"Encoding transforms data into another format using a scheme that is publicly available so that it can easily be reversed. This is not the same as encryption, as it does not require a key to decode it. Encoding is generally used to either change the data into a format for eaiser use by a different system (like sending data to a server), or for making data unreadable to the human eye.":"编码使用公开可用的方案将数据转换为另一种格式,以便可以轻松地将其反转。这与加密不同,因为它不需要密钥对其进行解码。编码通常用于将数据更改为易于由其他系统使用的格式(例如,将数据发送到服务器),或用于使人眼无法读取的数据。",
"Equation":"方程",
"Error":"错误(Error)",
"Error Reporting":"错误报告",
"Escape Sequence":"转义字符串",
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{
"An object instance\u0027s depth set through its {}{}depth{}{} variable.":"",
"By default, the depth buffer is {}enabled{} in {}GameMaker{}, which means that every surface is {}created{} with a depth buffer. This also applies to the {}{}application_surface{}{}, which is the surface that\u0027s drawn to by default.":"默认情况下,深度缓冲区在 {}GameMaker{} 中 {} 启用 {},这意味着每个表面都是使用深度缓冲区 {} 创建 {} 的。这也适用于 {}{}application_surface{}{},它是默认绘制的表面。",
"Depth vs. Depth Buffer Depth":"深度与深度缓冲区深度",
"For the default orthographic camera the values can be converted as follows: ":"对于默认正交相机,可以按如下方式转换值:",
"Like the surfaces they belong to, the depth and stencil buffer are also stored in video memory ({}VRAM{}).":"与它们所属的表面一样,深度和模板缓冲区也存储在视频内存 ({}VRAM{}) 中。",
"The Depth Buffer":"深度缓冲区",
"The depth and stencil buffer always exist together, i.e.: if a surface has a depth buffer, it also has a stencil buffer, if it has no depth buffer, it also has no stencil buffer.":"深度和模板缓冲区总是一起存在,即:如果一个表面有深度缓冲区,它也有一个模板缓冲区,如果它没有深度缓冲区,它也没有模板缓冲区。",
"The depth and stencil buffer are two data buffers that are used for advanced graphical effects in both 2D and 3D games, which include shadow mapping, deferred rendering, volumetric rendering, ambient occlusion and many more.":"深度和模板缓冲区是两个数据缓冲区,用于 2D 和 3D 游戏中的高级图形效果,其中包括阴影贴图、延迟渲染、体积渲染、环境光遮挡等等。",
"The depth buffer can be displayed as a grayscale image, where {}white{} (a value of 1) indicates the pixel is as far away as it can be (at the far plane) and {}black{} (a value of 0) indicates the closest pixel (at znear).":"深度缓冲区可以显示为灰度图像,其中 {} 白色 {}( 值为 1) 表示像素尽可能远 (在远平面),{} 黑色 {}( 值为 1)0) 表示最近的像素 (在 znear 处)。",
"The depth buffer stores the values after all transformations have been applied. {}{}draw_clear_depth{}{} can be used to reset all values in the depth buffer to any value between 0 (znear) and 1 (zfar).":"深度缓冲区存储应用所有变换后的值。{}{}draw_clear_depth{}{} 可用于将深度缓冲区中的所有值重置为 0(znear) 和 1(zfar) 之间的任何值。",
"The depth buffer, also called z-buffer, is a graphics buffer created with the same dimensions as the surface that it\u0027s created for. It stores a 24-bit depth value for every pixel of the surface, which holds the distance away from the surface.":"深度缓冲区也称为 z 缓冲区,是一种图形缓冲区,其创建尺寸与其创建的表面相同。它为表面的每个像素存储一个 24 位深度值,该值保存距表面的距离。",
"The depth buffer, which stores a depth value for every pixel of a surface (i.e. render target). This depth value is the fraction of the distance between the near plane and the far plane. A value of 0 corresponds to znear, a value of 1 corresponds to zfar. The value depends on the {}camera{} currently in use and its type of {}projection{} ({}perspective{} or {}orthographic{}).":"深度缓冲区,存储表面 (即渲染目标) 每个像素的深度值。该深度值是近平面和远平面之间距离的分数。值 0 对应于 znear,值 1 对应于 zfar。该值取决于当前使用的 {} 相机 {} 及其 {} 投影 {} 类型 ({} 透视 {} 或 {} 正交 {})。",
"The depth value assigned to anything that\u0027s drawn, either automatically by {}GameMaker{} or manually using code. This can be:  {} {}The layer depth of layers in {}The Room Editor{}.{} {}An object instance\u0027s depth set through its {}{}depth{}{} variable.{} {}The depth value you set manually in {}GML Code{} using {}{}gpu_set_depth{}{}.{} {} This depth is the z coordinate of the vertex that {}GameMaker{} writes to the vertex buffer, {}before{} any transformations have taken place on the vertex. (For any geometry drawn by {}GameMaker{}, this is the value stored in {}in_Position.z{}). {} {} ":"",
"The layer depth of layers in {}The Room Editor{}.":"",
"There are two different uses of the term depth in {}GameMaker{}: ":"在 {}GameMaker{} 中,术语深度有两种不同的用法:",
"They store, for every pixel, a 24-bit {}depth{} value and an 8-bit {}stencil{} value respectively. They are created for every {}{}Surface{}{} when the depth buffer is enabled. By default, surfaces are created with a depth buffer (and a stencil buffer), {}z-writing{} is enabled, {}z-testing{} is disabled and the {}stencil test{} is disabled.":"它们分别为每个像素存储一个 24 位 {} 深度 {} 值和一个 8 位 {} 模板 {} 值。当深度缓冲区启用时,它们会为每个 {}{} 表面 {}{} 创建。默认情况下,表面是使用深度缓冲区 (和模板缓冲区) 创建的,启用 {}z-writing{},禁用 {}z-testing{} 并禁用 {}stencil test{}。",
"{}The Depth And Stencil Buffer{}":"{} 深度和模板缓冲区 {}",
"{}{}NOTE{}{} Automatic depth buffer and stencil buffer generation can be turned off using {}{}surface_depth_disable{}{}.":"{}{} 注意{}{} 可以使用 {}{}surface_depth_disable{}{} 关闭自动深度缓冲区和模板缓冲区生成。"
}
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{
"Add both together (the default equation).":"将两者相加 (默认方程)。",
"Blend Mode Equation Constant":"混合模式方程常数",
"Subtract destination from source.":"从源中减去目的地。",
"Subtract source from destination.":"从目的地减去源。",
"The above code gets the current blend equation and if it is not {}bm_eq_add{} it is set to that constant.":"上述代码获取当前混合方程,如果它不是 {}bm_eq_add{},则将其设置为该常量。",
"This function can be used to retrieve the current {}blend equation{} being used for drawing. The returned value will be one of the following constants (the default value is {}bm_eq_add{}):":"此函数可用于检索当前用于绘图的 {} 混合方程 {}。返回的值将为以下常量之一 (默认值为 {}bm_eq_add{}):",
"Use whichever value is larger.":"使用较大的值。",
"Use whichever value is smaller.":"使用较小的值。",
"destination - source":"目的地 - 来源",
"max(source, destination)":"最大 (源,目的地)",
"min(source, destination)":"最小 (源,目的地)",
"source + destination":"来源 + 目的地",
"source - destination":"来源 - 目的地",
"{}{}Blend Mode Equation Constant{}{} (see above for constants)":"{}{} 混合模式方程常数 {}{}( 有关常数,请参见上文)",
"{}{}IMPORTANT{}{} {}Blend factors{} are not applied when {}bm_eq_min{} or {}bm_eq_max{} is used as the blend equation, which is effectively the same as using {}bm_one{} as the factors.":"{}{} 重要{}{} 当使用 {}bm_eq_min{} 或 {}bm_eq_max{} 作为混合方程时,不会应用 {4} 混合因子 {5},这与使用 {}bm_one{} 作为混合方程是相同的因子。"
}
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{
"Add both together (the default equation).":"将两者相加 (默认方程)。",
"After the source and destination pixels are multiplied by the set {}factors{}, those two pixels now need to be mixed together to generate the final pixel value. By default, they are added together, meaning the final pixel is formed as: {}(source * factor) {}+{} (destination * factor){}.":"将源像素和目标像素乘以设置的 {} 因子 {} 后,现在需要将这两个像素混合在一起以生成最终像素值。默认情况下,它们会相加,这意味着最终像素的形式为:{}( 源 * 因子 ){}+{}( 目标 * 因子 ){}。",
"Blend Mode Equation Constant":"混合模式方程常数",
"Blend mode equation (see constants above).":"混合模式方程 (参见上面的常数)。",
"Guide To Using Blendmodes":"混合模式使用指南",
"Subtract destination from source.":"从源中减去目的地。",
"Subtract source from destination.":"从目的地减去源。",
"The blending here will function as the following: it will multiply the source pixel with the source alpha, and the destination pixel with 1 (keeping it the same as it was). It will then subtract the source from the destination.":"这里的混合将按如下方式运行:它将源像素与源 Alpha 相乘,并将目标像素与 1 相乘 (保持与原来相同)。然后它将从目标中减去源。",
"This changes the blend mode factors and then the equation, draws a circle and resets both the blend mode factors and equation (by switching to the normal blend mode) so they don\u0027t affect things drawn after this.":"这会更改混合模式因子,然后更改方程,绘制一个圆并重置混合模式因子和方程 (通过切换到正常混合模式),以便它们不会影响此后绘制的内容。",
"To help you get the most from blend modes and to help understand how they work and how they affect the final image being drawn to the screen, we recommend that you read the following guide:":"为了帮助您充分利用混合模式并帮助了解它们的工作原理以及它们如何影响绘制到屏幕上的最终图像,我们建议您阅读以下指南:",
"Use whichever value is larger.":"使用较大的值。",
"Use whichever value is smaller.":"使用较小的值。",
"When {}GameMaker{} goes to draw a pixel there is a source colour (the colour of the pixel we\u0027re going to draw) and a destination colour (the colour that\u0027s already in the pixel we\u0027re drawing to), so the source and destination colours need to be processed to create the final pixel value.":"当 {}GameMaker{} 绘制像素时,会有一个源颜色 (我们要绘制的像素的颜色) 和一个目标颜色 (我们要绘制到的像素中已经存在的颜色),因此需要处理源颜色和目标颜色以创建最终的像素值。",
"With this function, you can change how the final pixel is calculated from the source and destination, and you can choose between the following equations:":"使用此函数,您可以更改从源和目标计算最终像素的方式,并且可以在以下方程之间进行选择:",
"You can set different equations for the colour components (RGB) and the alpha component separately by calling {}{}gpu_set_blendequation_sepalpha{}{}.":"您可以通过调用 {}{}gpu_set_blendequation_sepalpha{}{} 分别为颜色分量 (RGB) 和 alpha 分量设置不同的方程。",
"destination - source":"目的地 - 来源",
"max(source, destination)":"最大 (源,目的地)",
"min(source, destination)":"最小 (源,目的地)",
"source + destination":"来源 + 目的地",
"source - destination":"来源 - 目的地",
"{}{}IMPORTANT{}{} {}Blend factors{} are not applied when {}bm_eq_min{} or {}bm_eq_max{} is used as the blend equation, which is effectively the same as using {}bm_one{} as the factors.":"{}{} 重要{}{} 当使用 {}bm_eq_min{} 或 {}bm_eq_max{} 作为混合方程时,不会应用 {4} 混合因子 {5},这与使用 {}bm_one{} 作为混合方程是相同的因子。"
}
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