AI-Narwhal 3 Feature Drop | 2025.1.3 <debuggerx@debuggerx-PC Update yiiguxing.translation.xml

master
debuggerx 2 months ago
parent a49ac5ce52
commit 271da1dfd9

@ -21,7 +21,19 @@
<option name="translationDialogLocationX" value="3173" />
<option name="translationDialogLocationY" value="643" />
<histories>
<item value="clipping" />
<item value="cubemaps" />
<item value="fail if major performance caveat" />
<item value="power preference" />
<item value="preserve drawing buffer" />
<item value="premultiplied alpha" />
<item value="antialias" />
<item value="type" />
<item value="anisotropy" />
<item value="json ??= {}; wrapS = json[&quot;wrapS&quot;]; count = json['count'] ?? 1; resolveDepthBuffer = json['resolveDepthBuffer'] ?? false; resolveStencilBuffer = json['resolveStencilBuffer'] ?? false; internalFormat = json['internalFormat']; wrapT = json[&quot;wrapT&quot;]; wrapR = json[&quot;wrapR&quot;]; magFilter = json[&quot;magFilter&quot;]; minFilter = json[&quot;minFilter&quot;]; format = json[&quot;format&quot;]; type = json[&quot;type&quot;]; anisotropy = json[&quot;anisotropy&quot;]; depthBuffer = json[&quot;depthBuffer&quot;]; mapping = json[&quot;mapping&quot;]; generateMipmaps = json[&quot;generateMipmaps&quot;] ?? false; depthTexture = json[&quot;depthTexture&quot;]; encoding = json[&quot;encoding&quot;]; useMultisampleRenderToTexture = json[&quot;useMultisampleRenderToTexture&quot;] ?? false; ignoreDepth = json[&quot;ignoreDepth&quot;] ?? false; useRenderToTexture = json[&quot;useRenderToTexture&quot;] ?? false; samples = json[&quot;samples&quot;]; colorSpace = json['colorSpace']; depth = json[&quot;depth&quot;] ?? 1; multiview = json['multiview'] ?? false;" />
<item value="max precision" />
<item value="precision" />
<item value="frustum culled" />
<item value="auto clear" />
<item value="The callback provided to onChanged should update the state of the parent [StatefulWidget] using the [State.setState] method, so that the parent gets rebuilt; for example:" />
<item value="If null, the slider will be displayed as disabled." />
@ -59,18 +71,6 @@
<item value="AMSTD control joy widget" />
<item value="The flutter tool converts all asset keys with spaces into URI encoded paths (replacing ' ' with '%20', for example). We perform the same encoding here so that users can load assets with the same key they have written in the pubspec." />
<item value="Creates a fragment program from the asset with key [assetKey]. The asset must be a file produced as the output of the `impellerc` compiler. The constructed object should then be reused via the [fragmentShader] method to create [Shader] objects that can be used by [Paint.shader]." />
<item value="Sets the float uniform at [index] to [value]. All uniforms defined in a fragment shader that are not samplers must be set through this method. This includes floats and vec2, vec3, and vec4. The correct index for each uniform is determined by the order of the uniforms as defined in the fragment program, ignoring any samplers. For data types that are composed of multiple floats such as a vec4, more than one call to [setFloat] is required." />
<item value="A greyscale color filter (values based on the [Filter Effects Spec](https:www.w3.orgTRfilter-effects-1grayscaleEquivalent)): ```dart const ColorFilter greyscale = ColorFilter.matrix(&lt;double&gt;[ 0.2126, 0.7152, 0.0722, 0, 0, 0.2126, 0.7152, 0.0722, 0, 0, 0.2126, 0.7152, 0.0722, 0, 0, 0, 0, 0, 1, 0, ]);" />
<item value="const ColorFilter greyscale = ColorFilter.matrix(&lt;double&gt;[ 0.2126, 0.7152, 0.0722, 0, 0, 0.2126, 0.7152, 0.0722, 0, 0, 0.2126, 0.7152, 0.0722, 0, 0, 0, 0, 0, 1, 0, ]);" />
<item value="A sepia-toned color matrix (values based on the [Filter Effects Spec](https:www.w3.orgTRfilter-effects-1sepiaEquivalent)): ```dart const ColorFilter sepia = ColorFilter.matrix(&lt;double&gt;[ 0.393, 0.769, 0.189, 0, 0, 0.349, 0.686, 0.168, 0, 0, 0.272, 0.534, 0.131, 0, 0, 0, 0, 0, 1, 0, ]); ```" />
<item value="An inversion color matrix: ```dart const ColorFilter invert = ColorFilter.matrix(&lt;double&gt;[ -1, 0, 0, 0, 255, 0, -1, 0, 0, 255, 0, 0, -1, 0, 255, 0, 0, 0, 1, 0, ]);" />
<item value="The matrix is in row-major order and the translation column is specified in unnormalized, 0...255, space. For example, the identity matrix is:" />
<item value="Every pixel's color value, represented as an `[R, G, B, A]`, is matrix multiplied to create a new color: | R' | | a00 a01 a02 a03 a04 | | R | | G' | | a10 a11 a12 a13 a14 | | G | | B' | = | a20 a21 a22 a23 a24 | | B | | A' | | a30 a31 a32 a33 a34 | | A | | 1 | | 0 0 0 0 1 | | 1 |" />
<item value="Construct a color filter from a 4x5 row-major matrix. The matrix is interpreted as a 5x5 matrix, where the fifth row is the identity configuration." />
<item value="A [Shader] generated from a [FragmentProgram]. Instances of this class can be obtained from the [FragmentProgram.fragmentShader] method. The float uniforms list is initialized to the size expected by the shader and is zero-filled. Uniforms of float type can then be set by calling [setFloat]. Sampler uniforms are set by calling [setImageSampler]. A [FragmentShader] can be re-used, and this is an efficient way to avoid allocating and re-initializing the uniform buffer and samplers. However, if two [FragmentShader] objects with different float uniforms or samplers are required to exist simultaneously, they must be obtained from two different calls to [FragmentProgram.fragmentShader]." />
<item value="A shader (as used by [Paint.shader]) that tiles an image." />
<item value="For example, [ShaderMask] can be used to gradually fade out the edge of a child by using a [ui.Gradient.linear] mask." />
<item value="A widget that applies a mask generated by a [Shader] to its child." />
</histories>
<option name="languageScores">
<map>

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