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Commit 73cf97f0 authored by saubatn's avatar saubatn
Browse files

FIXED Last (theorically) .ts files commited with no modifications.

git-svn-id: svn+ssh://scm.forge.imag.fr/var/lib/gforge/chroot/scmrepos/svn/camitk/trunk/camitk@2094 ec899d31-69d1-42ba-9299-647d76f65fb3
parent 6c7cef9a
......@@ -166,6 +166,16 @@ Plus grande est la variance, plus flou sera l&apos;image résultante.</translati
<source>Recursive IIR</source>
<translation>IIR récursif</translation>
</message>
<message>
<location filename="../../../../src/imaging/actions/itkfilters/GaussianFilter.cpp" line="78"/>
<source>Use Image Spacing</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="../../../../src/imaging/actions/itkfilters/GaussianFilter.cpp" line="78"/>
<source>The variance or standard deviation (sigma) will be evaluated as pixel units if this is off or as physical units if this is on.</source>
<translation type="unfinished"></translation>
</message>
</context>
<context>
<name>GradientMagnitudeRecursiveGaussian</name>
......
<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE TS>
<TS version="2.0" language="en_US">
<TS version="2.0" language="fr_FR">
<context>
<name>AnisotropicDiffusion</name>
<message>
......@@ -166,6 +166,16 @@ Plus grande est la variance, plus flou sera l&apos;image résultante.</translati
<source>Recursive IIR</source>
<translation>IIR récursif</translation>
</message>
<message>
<location filename="../../../../src/imaging/actions/itkfilters/GaussianFilter.cpp" line="78"/>
<source>Use Image Spacing</source>
<translation type="unfinished"></translation>
</message>
<message>
<location filename="../../../../src/imaging/actions/itkfilters/GaussianFilter.cpp" line="78"/>
<source>The variance or standard deviation (sigma) will be evaluated as pixel units if this is off or as physical units if this is on.</source>
<translation type="unfinished"></translation>
</message>
</context>
<context>
<name>GradientMagnitudeRecursiveGaussian</name>
......
<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE TS>
<TS version="2.0" language="en_US">
<TS version="2.0" language="fr_FR">
<context>
<name>ManualThreshold</name>
<message>
......
<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE TS>
<TS version="2.0" language="en_US">
<TS version="2.0" language="fr_FR">
<context>
<name>AnsysWidget</name>
<message>
......
<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE TS>
<TS version="2.0" language="en_US">
<TS version="2.0" language="fr_FR">
<context>
<name>MonitoringDialog</name>
<message>
......
......@@ -3,10 +3,6 @@
<TS version="2.0" language="fr_FR">
<context>
<name>DisplayFrame</name>
<message>
<source>This action allows to display/hide a component frame&apos;s axes.</source>
<translation type="obsolete">Cette action permet d&apos;afficher/cacher les axes des cadres de component.</translation>
</message>
<message>
<location filename="../../DisplayFrame.cpp" line="42"/>
<source>This action shows/hides the axes representing the component&apos;s frame.</source>
......@@ -37,6 +33,10 @@
<source>Axes size</source>
<translation>Taille des Axes</translation>
</message>
<message>
<source>This action allows to display/hide a component frame&apos;s axes.</source>
<translation type="obsolete">Cette action permet d&apos;afficher/cacher les axes des cadres de component.</translation>
</message>
</context>
<context>
<name>MoveFrame</name>
......
......@@ -87,10 +87,6 @@
</context>
<context>
<name>Decimation</name>
<message>
<source>This action reduce the number of triangles in a triangle mesh, forming a good approximation to the original geometry. &lt;br/&gt;&lt;br /&gt; The algorithm proceeds as follows. Each vertex in the mesh is classified and inserted into a priority queue. The priority is based on the error to delete the vertex and retriangulate the hole. Vertices that cannot be deleted or triangulated (at this point in the algorithm) are skipped. Then, each vertex in the priority queue is processed (i.e., deleted followed by hole triangulation using edge collapse). This continues until the priority queue is empty. Next, all remaining vertices are processed, and the mesh is split into separate pieces along sharp edges or at non-manifold attachment points and reinserted into the priority queue. Again, the priority queue is processed until empty. If the desired reduction is still not achieved, the remaining vertices are split as necessary (in a recursive fashion) so that it is possible to eliminate every triangle as necessary. &lt;br/&gt;&lt;br /&gt;To use this object, at a minimum you need to specify the parameter &lt;b&gt;Decimation percentage&lt;/b&gt;. The algorithm is guaranteed to generate a reduced mesh at this level as long as the following four conditions are met:&lt;ul&gt; &lt;li&gt;topology modification is allowed (i.e., the parameter &lt;b&gt;Preserve topology&lt;/b&gt; is false); &lt;/li&gt; &lt;li&gt;mesh splitting is enabled (i.e., the parameter &lt;b&gt;Splitting&lt;/b&gt; is true); &lt;/li&gt; &lt;li&gt;the algorithm is allowed to modify the boundaries of the mesh (i.e., the parameter &lt;b&gt;Boundary vertex deletion?&lt;/b&gt; is true); &lt;/li&gt; &lt;li&gt;the maximum allowable error (i.e., the paramter &lt;b&gt;Maximum error&lt;/b&gt;) is set to &lt;i&gt;1.0e+38f&lt;/i&gt; (default value). &lt;/ul&gt; Other important parameters to adjust are the &lt;b&gt;Feature angle&lt;/b&gt; and &lt;b&gt;Split angle&lt;/b&gt; parameters, since these can impact the quality of the final mesh.</source>
<translation type="obsolete">(à traduire en Français) This action reduce the number of triangles in a triangle mesh, forming a good approximation to the original geometry. &lt;br/&gt;&lt;br /&gt; The algorithm proceeds as follows. Each vertex in the mesh is classified and inserted into a priority queue. The priority is based on the error to delete the vertex and retriangulate the hole. Vertices that cannot be deleted or triangulated (at this point in the algorithm) are skipped. Then, each vertex in the priority queue is processed (i.e., deleted followed by hole triangulation using edge collapse). This continues until the priority queue is empty. Next, all remaining vertices are processed, and the mesh is split into separate pieces along sharp edges or at non-manifold attachment points and reinserted into the priority queue. Again, the priority queue is processed until empty. If the desired reduction is still not achieved, the remaining vertices are split as necessary (in a recursive fashion) so that it is possible to eliminate every triangle as necessary. &lt;br/&gt;&lt;br /&gt;To use this object, at a minimum you need to specify the parameter &lt;b&gt;Decimation percentage&lt;/b&gt;. The algorithm is guaranteed to generate a reduced mesh at this level as long as the following four conditions are met:&lt;ul&gt; &lt;li&gt;topology modification is allowed (i.e., the parameter &lt;b&gt;Preserve topology&lt;/b&gt; is false); &lt;/li&gt; &lt;li&gt;mesh splitting is enabled (i.e., the parameter &lt;b&gt;Splitting&lt;/b&gt; is true); &lt;/li&gt; &lt;li&gt;the algorithm is allowed to modify the boundaries of the mesh (i.e., the parameter &lt;b&gt;Boundary vertex deletion?&lt;/b&gt; is true); &lt;/li&gt; &lt;li&gt;the maximum allowable error (i.e., the paramter &lt;b&gt;Maximum error&lt;/b&gt;) is set to &lt;i&gt;1.0e+38f&lt;/i&gt; (default value). &lt;/ul&gt; Other important parameters to adjust are the &lt;b&gt;Feature angle&lt;/b&gt; and &lt;b&gt;Split angle&lt;/b&gt; parameters, since these can impact the quality of the final mesh.</translation>
</message>
<message>
<location filename="../../Decimation.cpp" line="43"/>
<source>This action reduce the number of triangles in a triangle mesh, forming a good approximation to the original geometry. &lt;br/&gt;&lt;br /&gt; The algorithm proceeds as follows. Each vertex in the mesh is classified and inserted into a priority queue. The priority is based on the error to delete the vertex and retriangulate the hole. Vertices that cannot be deleted or triangulated (at this point in the algorithm) are skipped. Then, each vertex in the priority queue is processed (i.e., deleted followed by hole triangulation using edge collapse). This continues until the priority queue is empty. Next, all remaining vertices are processed, and the mesh is split into separate pieces along sharp edges or at non-manifold attachment points and reinserted into the priority queue. Again, the priority queue is processed until empty. If the desired reduction is still not achieved, the remaining vertices are split as necessary (in a recursive fashion) so that it is possible to eliminate every triangle as necessary. &lt;br/&gt;&lt;br /&gt;To use this object, at a minimum you need to specify the parameter &lt;b&gt;Decimation percentage&lt;/b&gt;. The algorithm is guaranteed to generate a reduced mesh at this level as long as the following four conditions are met:&lt;ul&gt; &lt;li&gt;topology modification is allowed (i.e., the parameter &lt;b&gt;Preserve topology&lt;/b&gt; is false); &lt;/li&gt; &lt;li&gt;mesh splitting is enabled (i.e., the parameter &lt;b&gt;Splitting&lt;/b&gt; is true); &lt;/li&gt; &lt;li&gt;the algorithm is allowed to modify the boundaries of the mesh (i.e., the parameter &lt;b&gt;Boundary vertex deletion?&lt;/b&gt; is true); &lt;/li&gt; &lt;li&gt;the maximum allowable error (i.e., the parameter &lt;b&gt;Maximum error&lt;/b&gt;) is set to &lt;i&gt;1.0e+38f&lt;/i&gt; (default value). &lt;/ul&gt; Other important parameters to adjust are the &lt;b&gt;Feature angle&lt;/b&gt; and &lt;b&gt;Split angle&lt;/b&gt; parameters, since these can impact the quality of the final mesh.</source>
......@@ -201,6 +197,10 @@
<source>Performing Decimation</source>
<translation>Effectuer la Décimation</translation>
</message>
<message>
<source>This action reduce the number of triangles in a triangle mesh, forming a good approximation to the original geometry. &lt;br/&gt;&lt;br /&gt; The algorithm proceeds as follows. Each vertex in the mesh is classified and inserted into a priority queue. The priority is based on the error to delete the vertex and retriangulate the hole. Vertices that cannot be deleted or triangulated (at this point in the algorithm) are skipped. Then, each vertex in the priority queue is processed (i.e., deleted followed by hole triangulation using edge collapse). This continues until the priority queue is empty. Next, all remaining vertices are processed, and the mesh is split into separate pieces along sharp edges or at non-manifold attachment points and reinserted into the priority queue. Again, the priority queue is processed until empty. If the desired reduction is still not achieved, the remaining vertices are split as necessary (in a recursive fashion) so that it is possible to eliminate every triangle as necessary. &lt;br/&gt;&lt;br /&gt;To use this object, at a minimum you need to specify the parameter &lt;b&gt;Decimation percentage&lt;/b&gt;. The algorithm is guaranteed to generate a reduced mesh at this level as long as the following four conditions are met:&lt;ul&gt; &lt;li&gt;topology modification is allowed (i.e., the parameter &lt;b&gt;Preserve topology&lt;/b&gt; is false); &lt;/li&gt; &lt;li&gt;mesh splitting is enabled (i.e., the parameter &lt;b&gt;Splitting&lt;/b&gt; is true); &lt;/li&gt; &lt;li&gt;the algorithm is allowed to modify the boundaries of the mesh (i.e., the parameter &lt;b&gt;Boundary vertex deletion?&lt;/b&gt; is true); &lt;/li&gt; &lt;li&gt;the maximum allowable error (i.e., the paramter &lt;b&gt;Maximum error&lt;/b&gt;) is set to &lt;i&gt;1.0e+38f&lt;/i&gt; (default value). &lt;/ul&gt; Other important parameters to adjust are the &lt;b&gt;Feature angle&lt;/b&gt; and &lt;b&gt;Split angle&lt;/b&gt; parameters, since these can impact the quality of the final mesh.</source>
<translation type="obsolete">(à traduire en Français) This action reduce the number of triangles in a triangle mesh, forming a good approximation to the original geometry. &lt;br/&gt;&lt;br /&gt; The algorithm proceeds as follows. Each vertex in the mesh is classified and inserted into a priority queue. The priority is based on the error to delete the vertex and retriangulate the hole. Vertices that cannot be deleted or triangulated (at this point in the algorithm) are skipped. Then, each vertex in the priority queue is processed (i.e., deleted followed by hole triangulation using edge collapse). This continues until the priority queue is empty. Next, all remaining vertices are processed, and the mesh is split into separate pieces along sharp edges or at non-manifold attachment points and reinserted into the priority queue. Again, the priority queue is processed until empty. If the desired reduction is still not achieved, the remaining vertices are split as necessary (in a recursive fashion) so that it is possible to eliminate every triangle as necessary. &lt;br/&gt;&lt;br /&gt;To use this object, at a minimum you need to specify the parameter &lt;b&gt;Decimation percentage&lt;/b&gt;. The algorithm is guaranteed to generate a reduced mesh at this level as long as the following four conditions are met:&lt;ul&gt; &lt;li&gt;topology modification is allowed (i.e., the parameter &lt;b&gt;Preserve topology&lt;/b&gt; is false); &lt;/li&gt; &lt;li&gt;mesh splitting is enabled (i.e., the parameter &lt;b&gt;Splitting&lt;/b&gt; is true); &lt;/li&gt; &lt;li&gt;the algorithm is allowed to modify the boundaries of the mesh (i.e., the parameter &lt;b&gt;Boundary vertex deletion?&lt;/b&gt; is true); &lt;/li&gt; &lt;li&gt;the maximum allowable error (i.e., the paramter &lt;b&gt;Maximum error&lt;/b&gt;) is set to &lt;i&gt;1.0e+38f&lt;/i&gt; (default value). &lt;/ul&gt; Other important parameters to adjust are the &lt;b&gt;Feature angle&lt;/b&gt; and &lt;b&gt;Split angle&lt;/b&gt; parameters, since these can impact the quality of the final mesh.</translation>
</message>
<message>
<source>This is an ENGLISH text</source>
<translation type="obsolete">Ceci est un texte en Français</translation>
......
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