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-rw-r--r--doc/translations/zh_CN.po319
1 files changed, 318 insertions, 1 deletions
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po
index 4c868767a5..0b5e9239a1 100644
--- a/doc/translations/zh_CN.po
+++ b/doc/translations/zh_CN.po
@@ -86,7 +86,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2023-12-07 07:04+0000\n"
+"PO-Revision-Date: 2023-12-07 14:59+0000\n"
"Last-Translator: 风青山 <idleman@yeah.net>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/zh_Hans/>\n"
@@ -17190,6 +17190,84 @@ msgstr "保存环境光遮蔽、粗糙度和金属度信息的纹理。"
msgid "Represents the size of the [enum TextureParam] enum."
msgstr "代表 [enum TextureParam] 枚举的大小。"
+msgid ""
+"The texture filter reads from the nearest pixel only. This makes the texture "
+"look pixelated from up close, and grainy from a distance (due to mipmaps not "
+"being sampled)."
+msgstr ""
+"纹理过滤仅从最近的像素读取。这使得纹理从近距离看是像素化的,从远处看是颗粒状的"
+"(由于多级渐远纹理没有被采样)。"
+
+msgid ""
+"The texture filter blends between the nearest 4 pixels. This makes the "
+"texture look smooth from up close, and grainy from a distance (due to mipmaps "
+"not being sampled)."
+msgstr ""
+"纹理过滤在最近的 4 个像素之间进行混合。这使得纹理从近处看起来很平滑,从远处看"
+"起来却有颗粒感(由于多级渐远纹理没有被采样)。"
+
+msgid ""
+"The texture filter reads from the nearest pixel and blends between the "
+"nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings."
+"rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/"
+"code]). This makes the texture look pixelated from up close, and smooth from "
+"a distance."
+msgstr ""
+"纹理过滤从最近的像素读取并在最近的 2 个多级渐远纹理之间进行混合(或者如果 "
+"[member ProjectSettings.rendering/textures/default_filters/"
+"use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。"
+"这使得纹理从近处看起来像素化,从远处看起来平滑。"
+
+msgid ""
+"The texture filter blends between the nearest 4 pixels and between the "
+"nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings."
+"rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/"
+"code]). This makes the texture look smooth from up close, and smooth from a "
+"distance."
+msgstr ""
+"纹理过滤在最近的 4 个像素和最近的 2 个多级渐远纹理之间进行混合(或者如果 "
+"[member ProjectSettings.rendering/textures/default_filters/"
+"use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。"
+"这使得纹理从近处看起来平滑,从远处看起来也平滑。"
+
+msgid ""
+"The texture filter reads from the nearest pixel and blends between 2 mipmaps "
+"(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/"
+"default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the "
+"angle between the surface and the camera view. This makes the texture look "
+"pixelated from up close, and smooth from a distance. Anisotropic filtering "
+"improves texture quality on surfaces that are almost in line with the camera, "
+"but is slightly slower. The anisotropic filtering level can be changed by "
+"adjusting [member ProjectSettings.rendering/textures/default_filters/"
+"anisotropic_filtering_level]."
+msgstr ""
+"纹理过滤从最近的像素读取并根据表面和相机视图之间的角度在 2 个多级渐远纹理之间"
+"进行混合(或者如果 [member ProjectSettings.rendering/textures/default_filters/"
+"use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。"
+"这使得纹理从近处看起来像素化,从远处看起来平滑。各向异性过滤提高了几乎与相机位"
+"于一条线上的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通过调整 "
+"[member ProjectSettings.rendering/textures/default_filters/"
+"anisotropic_filtering_level] 来改变。"
+
+msgid ""
+"The texture filter blends between the nearest 4 pixels and blends between 2 "
+"mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/"
+"textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) "
+"based on the angle between the surface and the camera view. This makes the "
+"texture look smooth from up close, and smooth from a distance. Anisotropic "
+"filtering improves texture quality on surfaces that are almost in line with "
+"the camera, but is slightly slower. The anisotropic filtering level can be "
+"changed by adjusting [member ProjectSettings.rendering/textures/"
+"default_filters/anisotropic_filtering_level]."
+msgstr ""
+"纹理过滤在最近的 4 个像素之间进行混合,并基于表面与相机视图之间的角度在 2 个多"
+"级渐远纹理之间进行混合 (或者如果 [member ProjectSettings.rendering/textures/"
+"default_filters/use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的"
+"多级渐远纹理)。这使得纹理从近处看起来平滑,从远处看起来也平滑。各向异性过滤提"
+"高了几乎与相机位于一条线的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通"
+"过调整 [member ProjectSettings.rendering/textures/default_filters/"
+"anisotropic_filtering_level] 来改变。"
+
msgid "Represents the size of the [enum TextureFilter] enum."
msgstr "代表 [enum TextureFilter] 枚举的大小。"
@@ -20083,6 +20161,19 @@ msgstr ""
"use_physical_light_units] 时可用。"
msgid ""
+"Time for shutter to open and close, evaluated as [code]1 / shutter_speed[/"
+"code] seconds. A higher value will allow less light (leading to a darker "
+"image), while a lower value will allow more light (leading to a brighter "
+"image).\n"
+"Only available when [member ProjectSettings.rendering/lights_and_shadows/"
+"use_physical_light_units] is enabled."
+msgstr ""
+"快门打开和关闭的时间,计算方式为 [code]1 / shutter_speed[/code] 秒。较高的值将"
+"允许较少的光线(导致图像较暗),而较低的值将允许更多的光线(导致图像较亮)。\n"
+"仅当启用 [member ProjectSettings.rendering/lights_and_shadows/"
+"use_physical_light_units] 时可用。"
+
+msgid ""
"Override value for [member Camera3D.far]. Used internally when calculating "
"depth of field. When attached to a [Camera3D] as its [member Camera3D."
"attributes], it will override the [member Camera3D.far] property."
@@ -21302,6 +21393,86 @@ msgstr "该 [CanvasItem] 的活动 [World2D] 已更改。"
msgid "The [CanvasItem] will inherit the filter from its parent."
msgstr "该 [CanvasItem] 将从其父级继承过滤器。"
+msgid ""
+"The texture filter reads from the nearest pixel and blends between the "
+"nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings."
+"rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/"
+"code]). This makes the texture look pixelated from up close, and smooth from "
+"a distance.\n"
+"Use this for non-pixel art textures that may be viewed at a low scale (e.g. "
+"due to [Camera2D] zoom or sprite scaling), as mipmaps are important to smooth "
+"out pixels that are smaller than on-screen pixels."
+msgstr ""
+"纹理过滤从最近的像素读取并在最近的 2 个多级渐远纹理之间进行混合(或者如果 "
+"[member ProjectSettings.rendering/textures/default_filters/"
+"use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。"
+"这使得纹理从近处看起来像素化,从远处看起来平滑。\n"
+"将此用于可能以低缩放查看的非像素艺术纹理(例如,由于 [Camera2D] 缩放或精灵缩"
+"放),因为多级渐远纹理对于平滑小于屏幕像素的像素很重要。"
+
+msgid ""
+"The texture filter blends between the nearest 4 pixels and between the "
+"nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings."
+"rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/"
+"code]). This makes the texture look smooth from up close, and smooth from a "
+"distance.\n"
+"Use this for non-pixel art textures that may be viewed at a low scale (e.g. "
+"due to [Camera2D] zoom or sprite scaling), as mipmaps are important to smooth "
+"out pixels that are smaller than on-screen pixels."
+msgstr ""
+"纹理过滤在最近的 4 个像素和最近的 2 个多级渐远纹理之间进行混合(或者如果 "
+"[member ProjectSettings.rendering/textures/default_filters/"
+"use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。"
+"这使得纹理从近处看起来平滑,从远处看起来也平滑。\n"
+"将此用于可能以低缩放查看的非像素艺术纹理(例如,由于 [Camera2D] 缩放或精灵缩"
+"放),因为多级渐远纹理对于平滑小于屏幕像素的像素很重要。"
+
+msgid ""
+"The texture filter reads from the nearest pixel and blends between 2 mipmaps "
+"(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/"
+"default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the "
+"angle between the surface and the camera view. This makes the texture look "
+"pixelated from up close, and smooth from a distance. Anisotropic filtering "
+"improves texture quality on surfaces that are almost in line with the camera, "
+"but is slightly slower. The anisotropic filtering level can be changed by "
+"adjusting [member ProjectSettings.rendering/textures/default_filters/"
+"anisotropic_filtering_level].\n"
+"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
+"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate in this case."
+msgstr ""
+"纹理过滤从最近的像素读取并根据表面和相机视图之间的角度在 2 个多级渐远纹理之间"
+"进行混合(或者如果 [member ProjectSettings.rendering/textures/default_filters/"
+"use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。"
+"这使得纹理从近处看起来像素化,从远处看起来平滑。各向异性过滤提高了几乎与相机位"
+"于一条线的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通过调整 [member "
+"ProjectSettings.rendering/textures/default_filters/"
+"anisotropic_filtering_level] 来改变。\n"
+"[b]注意:[/b]该纹理过滤在 2D 项目中很少有用。[constant "
+"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] 在这种情况下通常更合适。"
+
+msgid ""
+"The texture filter blends between the nearest 4 pixels and blends between 2 "
+"mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/"
+"textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) "
+"based on the angle between the surface and the camera view. This makes the "
+"texture look smooth from up close, and smooth from a distance. Anisotropic "
+"filtering improves texture quality on surfaces that are almost in line with "
+"the camera, but is slightly slower. The anisotropic filtering level can be "
+"changed by adjusting [member ProjectSettings.rendering/textures/"
+"default_filters/anisotropic_filtering_level].\n"
+"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
+"TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate in this case."
+msgstr ""
+"纹理过滤在最近的 4 个像素之间进行混合,并基于表面与相机视图之间的角度在 2 个多"
+"级渐远纹理之间进行混合(或者如果 [member ProjectSettings.rendering/textures/"
+"default_filters/use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的"
+"多级渐远纹理)。这使得纹理从近处看起来平滑,从远处看起来也平滑。各向异性过滤提"
+"高了几乎与相机位于一条线的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通"
+"过调整 [member ProjectSettings.rendering/textures/default_filters/"
+"anisotropic_filtering_level] 来改变。\n"
+"[b]注意:[/b]该纹理过滤在 2D 项目中很少有用。[constant "
+"TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] 在这种情况下通常更合适。"
+
msgid "Texture will not repeat."
msgstr "纹理不会重复。"
@@ -45367,6 +45538,24 @@ msgstr ""
"[b]Black (OLED)[/b]主题预设时该项会自动启用,因为该主题预设使用全黑背景。"
msgid ""
+"The icon and font color scheme to use in the editor.\n"
+"- [b]Auto[/b] determines the color scheme to use automatically based on "
+"[member interface/theme/base_color].\n"
+"- [b]Dark[/b] makes fonts and icons dark (suitable for light themes). Icon "
+"colors are automatically converted by the editor following the set of rules "
+"defined in [url=https://github.com/godotengine/godot/blob/master/editor/"
+"editor_themes.cpp]this file[/url].\n"
+"- [b]Light[/b] makes fonts and icons light (suitable for dark themes)."
+msgstr ""
+"在编辑器中使用的图标和字体的配色方案。\n"
+"- [b]Auto[/b] 根据 [member interface/theme/base_color] 自动确定要使用的配色方"
+"案。\n"
+"- [b]Dark[/b] 使字体和图标变暗(适合浅色主题)。图标颜色由编辑器按照"
+"[url=https://github.com/godotengine/godot/blob/master/editor/editor_themes."
+"cpp]该文件[/url]中定义的一组规则自动转换。\n"
+"- [b]Light[/b] 使字体和图标变亮(适合深色主题)。"
+
+msgid ""
"The saturation to use for editor icons. Higher values result in more vibrant "
"colors.\n"
"[b]Note:[/b] The default editor icon saturation was increased by 30% in Godot "
@@ -70815,6 +71004,9 @@ msgid ""
"position."
msgstr "返回该链接的 [member start_position] 的全局位置。"
+msgid "Returns the [RID] of this link on the [NavigationServer2D]."
+msgstr "返回 [NavigationServer2D] 上该链接的 [RID]。"
+
msgid ""
"Sets the [member end_position] that is relative to the link from a global "
"[param position]."
@@ -70904,6 +71096,9 @@ msgstr ""
"接可以用来表达沿着导航网格表面行进以外的导航方法,例如滑锁、传送、跳过沟壑等"
"等。"
+msgid "Returns the [RID] of this link on the [NavigationServer3D]."
+msgstr "返回 [NavigationServer3D] 上该链接的 [RID]。"
+
msgid ""
"Whether this link is currently active. If [code]false[/code], [method "
"NavigationServer3D.map_get_path] will ignore this link."
@@ -72022,6 +72217,13 @@ msgid "Returns the current navigation map [RID] used by this region."
msgstr "返回该区块使用的当前导航地图 [RID]。"
msgid ""
+"Returns the [RID] of this region on the [NavigationServer2D].\n"
+"[i]Deprecated.[/i] Use [method get_rid] instead."
+msgstr ""
+"返回 [NavigationServer2D] 上该区块的 [RID]。\n"
+"[i]已废弃。[/i]请改用 [method get_rid]。"
+
+msgid ""
"Returns the [RID] of this region on the [NavigationServer2D]. Combined with "
"[method NavigationServer2D.map_get_closest_point_owner] can be used to "
"identify the [NavigationRegion2D] closest to a point on the merged navigation "
@@ -72156,6 +72358,13 @@ msgstr ""
"用独立线程烘焙。"
msgid ""
+"Returns the [RID] of this region on the [NavigationServer3D].\n"
+"[i]Deprecated.[/i] Use [method get_rid] instead."
+msgstr ""
+"返回 [NavigationServer3D] 上该区块的 [RID]。\n"
+"[i]已废弃。[/i]请改用 [method get_rid]。"
+
+msgid ""
"Returns the [RID] of this region on the [NavigationServer3D]. Combined with "
"[method NavigationServer3D.map_get_closest_point_owner] can be used to "
"identify the [NavigationRegion3D] closest to a point on the merged navigation "
@@ -110779,6 +110988,54 @@ msgstr "九宫格在需要的地方填充图块,并在需要时将它们拉伸
msgid "Uses the default filter mode for this [Viewport]."
msgstr "为 [Viewport] 使用默认过滤模式。"
+msgid ""
+"The texture filter reads from the nearest pixel and blends between 2 mipmaps "
+"(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/"
+"default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the "
+"angle between the surface and the camera view. This makes the texture look "
+"pixelated from up close, and smooth from a distance. Anisotropic filtering "
+"improves texture quality on surfaces that are almost in line with the camera, "
+"but is slightly slower. The anisotropic filtering level can be changed by "
+"adjusting [member ProjectSettings.rendering/textures/default_filters/"
+"anisotropic_filtering_level].\n"
+"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
+"CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate "
+"in this case."
+msgstr ""
+"纹理过滤从最近的像素读取并根据表面和相机视图之间的角度在 2 个多级渐远纹理之间"
+"进行混合(或者如果 [member ProjectSettings.rendering/textures/default_filters/"
+"use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。"
+"这使得纹理从近处看起来像素化,从远处看起来平滑。各向异性过滤提高了几乎与相机位"
+"于一条线的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通过调整 [member "
+"ProjectSettings.rendering/textures/default_filters/"
+"anisotropic_filtering_level] 来改变。\n"
+"[b]注意:[/b]该纹理过滤在 2D 项目中很少有用。[constant "
+"CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] 在这种情况下通常更合适。"
+
+msgid ""
+"The texture filter blends between the nearest 4 pixels and blends between 2 "
+"mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/"
+"textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) "
+"based on the angle between the surface and the camera view. This makes the "
+"texture look smooth from up close, and smooth from a distance. Anisotropic "
+"filtering improves texture quality on surfaces that are almost in line with "
+"the camera, but is slightly slower. The anisotropic filtering level can be "
+"changed by adjusting [member ProjectSettings.rendering/textures/"
+"default_filters/anisotropic_filtering_level].\n"
+"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
+"CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate "
+"in this case."
+msgstr ""
+"纹理过滤在最近的 4 个像素之间进行混合,并基于表面与相机视图之间的角度在 2 个多"
+"级渐远纹理之间进行混合(或者如果 [member ProjectSettings.rendering/textures/"
+"default_filters/use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的"
+"多级渐远纹理)。这使得纹理从近处看起来平滑,从远处看起来也平滑。各向异性过滤提"
+"高了几乎与相机位于一条线的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通"
+"过调整 [member ProjectSettings.rendering/textures/default_filters/"
+"anisotropic_filtering_level] 来改变。\n"
+"[b]注意:[/b]该纹理过滤在 2D 项目中很少有用。[constant "
+"CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] 在这种情况下通常更合适。"
+
msgid "Max value for [enum CanvasItemTextureFilter] enum."
msgstr "[enum CanvasItemTextureFilter] 枚举的最大值。"
@@ -138958,6 +139215,20 @@ msgid "A control used for video playback."
msgstr "用于播放视频的控件。"
msgid ""
+"A control used for playback of [VideoStream] resources.\n"
+"Supported video formats are [url=https://www.theora.org/]Ogg Theora[/url] "
+"([code].ogv[/code], [VideoStreamTheora]) and any format exposed via a "
+"GDExtension plugin.\n"
+"[b]Warning:[/b] On Web, video playback [i]will[/i] perform poorly due to "
+"missing architecture-specific assembly optimizations."
+msgstr ""
+"用于播放 [VideoStream] 资源的控件。\n"
+"支持的视频格式有 [url=https://www.theora.org/]Ogg Theora[/url]([code].ogv[/"
+"code],[VideoStreamTheora])以及任何通过 GDExtension 插件公开的格式。\n"
+"[b]警告:[/b]在 Web 上,视频播放[i]会[/i]由于缺少特定于体系结构的汇编优化而表"
+"现不佳。"
+
+msgid ""
"The length of the current stream, in seconds.\n"
"[b]Note:[/b] For [VideoStreamTheora] streams (the built-in format supported "
"by Godot), this value will always be zero, as getting the stream length is "
@@ -142843,6 +143114,52 @@ msgid ""
msgstr "使用由该着色器所附加到的节点决定的过滤器对纹理进行采样。"
msgid ""
+"The texture filter reads from the nearest pixel and blends between 2 mipmaps "
+"(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/"
+"default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the "
+"angle between the surface and the camera view. This makes the texture look "
+"pixelated from up close, and smooth from a distance. Anisotropic filtering "
+"improves texture quality on surfaces that are almost in line with the camera, "
+"but is slightly slower. The anisotropic filtering level can be changed by "
+"adjusting [member ProjectSettings.rendering/textures/default_filters/"
+"anisotropic_filtering_level].\n"
+"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
+"FILTER_NEAREST_MIPMAP] is usually more appropriate in this case."
+msgstr ""
+"纹理过滤从最近的像素读取并根据表面和相机视图之间的角度在 2 个多级渐远纹理之间"
+"进行混合(或者如果 [member ProjectSettings.rendering/textures/default_filters/"
+"use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。"
+"这使得纹理从近处看起来像素化,从远处看起来平滑。各向异性过滤提高了几乎与相机位"
+"于一条线的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通过调整 [member "
+"ProjectSettings.rendering/textures/default_filters/"
+"anisotropic_filtering_level] 来改变。\n"
+"[b]注意:[/b]该纹理过滤在 2D 项目中很少有用。[constant FILTER_NEAREST_MIPMAP] "
+"在这种情况下通常更合适。"
+
+msgid ""
+"The texture filter blends between the nearest 4 pixels and blends between 2 "
+"mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/"
+"textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) "
+"based on the angle between the surface and the camera view. This makes the "
+"texture look smooth from up close, and smooth from a distance. Anisotropic "
+"filtering improves texture quality on surfaces that are almost in line with "
+"the camera, but is slightly slower. The anisotropic filtering level can be "
+"changed by adjusting [member ProjectSettings.rendering/textures/"
+"default_filters/anisotropic_filtering_level].\n"
+"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
+"FILTER_LINEAR_MIPMAP] is usually more appropriate in this case."
+msgstr ""
+"纹理过滤在最近的 4 个像素之间进行混合,并基于表面与相机视图之间的角度在 2 个多"
+"级渐远纹理之间进行混合(或者如果 [member ProjectSettings.rendering/textures/"
+"default_filters/use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的"
+"多级渐远纹理)。这使得纹理从近处看起来平滑,从远处看起来也平滑。各向异性过滤提"
+"高了几乎与相机位于一条线的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通"
+"过调整 [member ProjectSettings.rendering/textures/default_filters/"
+"anisotropic_filtering_level] 来改变。\n"
+"[b]注意:[/b]该纹理过滤在 2D 项目中很少有用。[constant FILTER_LINEAR_MIPMAP] "
+"在这种情况下通常更合适。"
+
+msgid ""
"Sample the texture using the repeat mode determined by the node this shader "
"is attached to."
msgstr "使用由该着色器所附加到的节点决定的重复模式对该纹理进行采样。"