AI-Koala | 2024.1.1 Patch 1 <debuggerx@debuggerx-PC Update yiiguxing.translation.xml

master
debuggerx 12 months ago
parent 185fc95638
commit 7122b1a862

@ -1,6 +1,6 @@
<application>
<component name="Translation.Cache">
<option name="lastTrimTime" value="1721278802620" />
<option name="lastTrimTime" value="1721737702395" />
</component>
<component name="Translation.Settings">
<option name="primaryLanguage" value="CHINESE" />
@ -12,6 +12,7 @@
<option name="translationDialogLocationY" value="536" />
<option name="translationDialogWidth" value="1253" />
<histories>
<item value="updateTransform after you change the value." />
<item value="evict" />
<item value="Raw RGBA format. Unencoded bytes, in RGBA row-primary form with premultiplied alpha, 8 bits per channel." />
<item value="Opaque handle to raw decoded image data (pixels). To obtain an [Image] object, use the [ImageDescriptor] API. To draw an [Image], use one of the methods on the [Canvas] class, such as [Canvas.drawImage]." />
@ -61,7 +62,6 @@
<item value="The `colors` parameter, if specified, provides the color for each point in `positions`. Each color is represented as ARGB with 8 bit color channels (like [Color.value]'s internal representation), and the list, if specified, must therefore be half the length of `positions`. Each triangle is painted as a gradient that blends between the three colors at the three points of that triangle. (These colors are then blended with the [Paint] specified in the call to [Canvas.drawVertices].)" />
<item value="colors" />
<item value="texture coordinates" />
<item value="A set of vertex data used by [Canvas.drawVertices]. Vertex data consists of a series of points in the canvas coordinate space. Based on the [VertexMode], these points are interpreted either as independent triangles ([VertexMode.triangles]), as a sliding window of points forming a chain of triangles each sharing one side with the next ([VertexMode.triangleStrip]), or as a fan of triangles with a single shared point ([VertexMode.triangleFan]). Each point can be associated with a color. Each triangle is painted as a gradient that blends between the three colors at the three points of that triangle. If no colors are specified, transparent black is assumed for all the points. These colors are then blended with the [Paint] specified in the call to [Canvas.drawVertices]. This paint is either a solid color ([Paint.color]), or a bitmap, specified using a shader ([Paint.shader]), typically either a gradient ([Gradient]) or image ([ImageFilter]). The bitmap uses the same coordinate space as the canvas (in the case of an [ImageFilter], this is notably different than the coordinate space of the source image; the source image is tiled according to the filter's configuration, and the image that is sampled when painting the triangles is the infinite one after all the repeating is applied.) Each point in the [Vertices] is associated with a specific point on this image. Each triangle is painted by sampling points from this image by interpolating between the three points of the image corresponding to the three points of the triangle. The [Vertices.new] constructor configures all this using lists of [Offset] and [Color] objects. The [Vertices.raw] constructor instead uses [Float32List], [Int32List], and [Uint16List] objects, which more closely corresponds to the data format used internally and therefore reduces some of the conversion overhead. The raw constructor is useful if the data is coming from another source (e.g. a file) and can therefore be parsed directly into the underlying representation." />
</histories>
<option name="languageScores">
<map>

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