[Bf-translations-svn] SVN commit: /data/svn/bf-translations [380] branches/es/es.po: Spanish update
bf-translations at blender.org
bf-translations at blender.org
Sun Feb 12 05:43:49 CET 2012
Revision: 380
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-translations&revision=380
Author: gab3d
Date: 2012-02-12 04:43:38 +0000 (Sun, 12 Feb 2012)
Log Message:
-----------
Spanish update
Modified Paths:
--------------
branches/es/es.po
Modified: branches/es/es.po
===================================================================
--- branches/es/es.po 2012-02-12 01:56:58 UTC (rev 379)
+++ branches/es/es.po 2012-02-12 04:43:38 UTC (rev 380)
@@ -14215,7 +14215,7 @@
#: bpy.types.RegionView3D.show_sync_view
#: bpy.types.RenderSettings.pixel_filter_type:'BOX'
msgid "Box"
-msgstr "Sincronizar"
+msgstr "Caja"
#: bpy.types.GameObjectSettings.collision_bounds_type:'CYLINDER'
#: bpy.types.Object.draw_bounds_type:'CYLINDER'
@@ -33265,36 +33265,33 @@
#: bpy.types.ShaderNode.type:'BSDF_DIFFUSE'
#: bpy.types.ShaderNodeBsdfDiffuse
-#, fuzzy
msgid "Diffuse Bsdf"
-msgstr "Difusión"
+msgstr "Difuso Bsdf"
#: bpy.types.ShaderNode.type:'BSDF_GLOSSY'
#: bpy.types.ShaderNodeBsdfGlossy
-#, fuzzy
msgid "Glossy Bsdf"
-msgstr "Intensidad de lustre"
+msgstr "Pulido Bsdf"
#: bpy.types.ShaderNode.type:'BSDF_GLASS'
#: bpy.types.ShaderNodeBsdfGlass
msgid "Glass Bsdf"
-msgstr ""
+msgstr "Vidrio Bsdf"
#: bpy.types.ShaderNode.type:'BSDF_TRANSLUCENT'
#: bpy.types.ShaderNodeBsdfTranslucent
msgid "Translucent Bsdf"
-msgstr ""
+msgstr "Translúcido Bsdf"
#: bpy.types.ShaderNode.type:'BSDF_TRANSPARENT'
#: bpy.types.ShaderNodeBsdfTransparent
-#, fuzzy
msgid "Transparent Bsdf"
-msgstr "Transparencia"
+msgstr "Transparente Bsdf"
#: bpy.types.ShaderNode.type:'BSDF_VELVET'
#: bpy.types.ShaderNodeBsdfVelvet
msgid "Velvet Bsdf"
-msgstr ""
+msgstr "Terciopelo Bsdf"
#: bpy.types.ShaderNode.type:'LIGHT_PATH'
#: bpy.types.ShaderNodeLight_path
@@ -33381,7 +33378,7 @@
#: bpy.types.ShaderNodeBsdfGlass.distribution:'BECKMANN'
#: bpy.types.ShaderNodeBsdfGlossy.distribution:'BECKMANN'
msgid "Beckmann"
-msgstr ""
+msgstr "Beckmann"
#: bpy.types.ShaderNodeExtendedMaterial.use_diffuse
#: bpy.types.ShaderNodeMaterial.use_diffuse
@@ -53642,7 +53639,7 @@
#: bpy.types.CyclesRenderSettings.min_bounces
msgid "Minimum number of bounces, setting this lower than the maximum enables probalistic path termination (faster but noisier)"
-msgstr ""
+msgstr "Cantidad mínima de rebotes, si es menor que el máximo se habilita la terminación probabilística del trazado (rápido pero más ruidoso)"
#: bpy.types.CyclesRenderSettings.max_bounces
msgid "Max Bounces"
@@ -53650,7 +53647,7 @@
#: bpy.types.CyclesRenderSettings.max_bounces
msgid "Total maximum number of bounces"
-msgstr ""
+msgstr "Cantidad máxima total de rebotes"
#: bpy.types.CyclesRenderSettings.diffuse_bounces
msgid "Diffuse Bounces"
@@ -53658,7 +53655,7 @@
#: bpy.types.CyclesRenderSettings.diffuse_bounces
msgid "Maximum number of diffuse reflection bounces, bounded by total maximum"
-msgstr ""
+msgstr "Cantidad máxima de rebotes de reflexión difusa, restringida por el máximo total"
#: bpy.types.CyclesRenderSettings.glossy_bounces
msgid "Glossy Bounces"
@@ -53666,7 +53663,7 @@
#: bpy.types.CyclesRenderSettings.glossy_bounces
msgid "Maximum number of glossy reflection bounces, bounded by total maximum"
-msgstr ""
+msgstr "Cantidad máxima de rebotes de reflexión, restringida por el máximo total"
#: bpy.types.CyclesRenderSettings.transmission_bounces
msgid "Transmission Bounces"
@@ -53674,7 +53671,7 @@
#: bpy.types.CyclesRenderSettings.transmission_bounces
msgid "Maximum number of transmission bounces, bounded by total maximum"
-msgstr ""
+msgstr "Cantidad máxima de rebotes de transmisión, restringida por el máximo total"
#: bpy.types.CyclesRenderSettings.transparent_min_bounces
msgid "Transparent Min Bounces"
@@ -53682,7 +53679,7 @@
#: bpy.types.CyclesRenderSettings.transparent_min_bounces
msgid "Minimum number of transparent bounces, setting this lower than the maximum enables probalistic path termination (faster but noisier)"
-msgstr ""
+msgstr "Cantidad mínima de rebotes de transparencia, si es menor que el máximo se habilita la terminación probabilística del trazado (rápido pero más ruidoso)"
#: bpy.types.CyclesRenderSettings.transparent_max_bounces
msgid "Transparent Max Bounces"
@@ -53698,7 +53695,7 @@
#: bpy.types.CyclesRenderSettings.use_transparent_shadows
msgid "Use transparency of surfaces for rendering shadows"
-msgstr ""
+msgstr "Usa la transparencia de las superficies para procesar las sombras"
#: bpy.types.CyclesRenderSettings.film_exposure
msgid "Image brightness scale"
@@ -53710,7 +53707,7 @@
#: bpy.types.CyclesRenderSettings.film_transparent
msgid "World background is transparent"
-msgstr ""
+msgstr "El fondo del entorno es transparente"
#: bpy.types.CyclesRenderSettings.filter_type
msgid "Pixel filter type"
@@ -53739,7 +53736,7 @@
#: bpy.types.CyclesRenderSettings.debug_tile_size
msgid "Tile Size"
-msgstr ""
+msgstr "Tamaño de división"
#: bpy.types.CyclesRenderSettings.debug_min_size
msgid "Min Size"
@@ -53776,7 +53773,7 @@
#: bpy.types.CyclesRenderSettings.debug_bvh_type:'DYNAMIC_BVH'
msgid "Objects can be individually updated, at the cost of slower render time"
-msgstr ""
+msgstr "Los objetos puedes ser actualizados individualmente, a expensas de un mayor tiempo de procesamiento"
# ##########################################################
# ##
@@ -53789,7 +53786,7 @@
#: bpy.types.CyclesRenderSettings.debug_bvh_type:'STATIC_BVH'
msgid "Any object modification requires a complete BVH rebuild, but renders faster"
-msgstr ""
+msgstr "Cualquier modificación de un objeto requiere una reconstrucción conpleta de la BVH, pero se procesa más rápidamente"
#: bpy.types.CyclesRenderSettings.debug_use_spatial_splits
msgid "Use Spatial Splits"
@@ -53805,15 +53802,15 @@
#: bpy.types.CyclesRenderSettings.use_cache
msgid "Cache last built BVH to disk for faster re-render if no geometry changed"
-msgstr ""
+msgstr "Guarda en disco un caché de la última BVH generada para un procesamiento más rápido si no hubo cambios en la geometría"
#: bpy.types.CyclesVisibilitySettings.camera
msgid "Object visibility for camera rays"
-msgstr ""
+msgstr "Visibilidad del objeto a los rayos de la cámara"
#: bpy.types.CyclesVisibilitySettings.diffuse
msgid "Object visibility for diffuse reflection rays"
-msgstr ""
+msgstr "Visibilidad del objeto a los rayos de reflexión difusa"
#: bpy.types.CyclesVisibilitySettings.glossy
msgid "Glossy"
@@ -53821,7 +53818,7 @@
#: bpy.types.CyclesVisibilitySettings.glossy
msgid "Object visibility for glossy reflection rays"
-msgstr ""
+msgstr "Visibilidad del objeto a los rayos de reflexión"
#: bpy.types.CyclesVisibilitySettings.transmission
msgid "Transmission"
@@ -53829,11 +53826,11 @@
#: bpy.types.CyclesVisibilitySettings.transmission
msgid "Object visibility for transmission rays"
-msgstr ""
+msgstr "Visibilidad del objeto a los rayos de transmisión"
#: bpy.types.CyclesVisibilitySettings.shadow
msgid "Object visibility for shadow rays"
-msgstr ""
+msgstr "Visibilidad del objeto a los rayos de sombra"
#: bpy.types.CyclesWorldSettings.sample_as_light
msgid "Use direct light sampling for the environment, enabling for non-solid colors is recommended"
@@ -54003,14 +54000,12 @@
msgstr "Elemento secuencia"
#: bpy.types.SelectedUvElement.element_index
-#, fuzzy
msgid "Element Index"
-msgstr "Elementos"
+msgstr "Índice de elementos"
#: bpy.types.SelectedUvElement.face_index
-#, fuzzy
msgid "Face Index"
-msgstr "Índice del caché"
+msgstr "Índice de caras"
#: bpy.types.PropertyGroupItem
msgid "ID Property"
@@ -54176,35 +54171,30 @@
#: bpy.types.RenderLayer.use_pass_diffuse_color
#: bpy.types.SceneRenderLayer.use_pass_diffuse_color
-#, fuzzy
msgid "Deliver diffuse color pass"
-msgstr "Produce una pasada de difusión"
+msgstr "Produce una pasada de color de difusión"
#: bpy.types.RenderLayer.use_pass_diffuse_direct
#: bpy.types.RenderPass.type:'DIFFUSE_DIRECT'
#: bpy.types.SceneRenderLayer.use_pass_diffuse_direct
-#, fuzzy
msgid "Diffuse Direct"
-msgstr "Factor difusión"
+msgstr "Difusión directa"
#: bpy.types.RenderLayer.use_pass_diffuse_direct
#: bpy.types.SceneRenderLayer.use_pass_diffuse_direct
-#, fuzzy
msgid "Deliver diffuse direct pass"
-msgstr "Produce una pasada de difusión"
+msgstr "Produce una pasada de difusión directa"
#: bpy.types.RenderLayer.use_pass_diffuse_indirect
#: bpy.types.RenderPass.type:'DIFFUSE_INDIRECT'
#: bpy.types.SceneRenderLayer.use_pass_diffuse_indirect
-#, fuzzy
msgid "Diffuse Indirect"
-msgstr "Difusión intensidad"
+msgstr "Difusión indirecta"
#: bpy.types.RenderLayer.use_pass_diffuse_indirect
#: bpy.types.SceneRenderLayer.use_pass_diffuse_indirect
-#, fuzzy
msgid "Deliver diffuse indirect pass"
-msgstr "Produce una pasada de difusión"
+msgstr "Produce una pasada de difusión indirecta"
#: bpy.types.RenderLayer.use_edge_enhance
#: bpy.types.SceneRenderLayer.use_edge_enhance
@@ -54257,41 +54247,35 @@
#: bpy.types.RenderLayer.use_pass_glossy_color
#: bpy.types.RenderPass.type:'GLOSSY_COLOR'
#: bpy.types.SceneRenderLayer.use_pass_glossy_color
-#, fuzzy
msgid "Glossy Color"
-msgstr "Copiar color"
+msgstr "Color reflexión"
#: bpy.types.RenderLayer.use_pass_glossy_color
#: bpy.types.SceneRenderLayer.use_pass_glossy_color
-#, fuzzy
msgid "Deliver glossy color pass"
-msgstr "Produce una pasada de color, sin sombreado"
+msgstr "Produce una pasada de color de reflexión"
#: bpy.types.RenderLayer.use_pass_glossy_direct
#: bpy.types.RenderPass.type:'GLOSSY_DIRECT'
#: bpy.types.SceneRenderLayer.use_pass_glossy_direct
-#, fuzzy
msgid "Glossy Direct"
-msgstr "Directorio de tipografías"
+msgstr "Reflexión directa"
#: bpy.types.RenderLayer.use_pass_glossy_direct
#: bpy.types.SceneRenderLayer.use_pass_glossy_direct
-#, fuzzy
msgid "Deliver glossy direct pass"
-msgstr "Produce una pasada de velocidad vectorial"
+msgstr "Produce una pasada de reflexión directa"
#: bpy.types.RenderLayer.use_pass_glossy_indirect
#: bpy.types.RenderPass.type:'GLOSSY_INDIRECT'
#: bpy.types.SceneRenderLayer.use_pass_glossy_indirect
-#, fuzzy
msgid "Glossy Indirect"
-msgstr "Indirecta"
+msgstr "Reflexión indirecta"
#: bpy.types.RenderLayer.use_pass_glossy_indirect
#: bpy.types.SceneRenderLayer.use_pass_glossy_indirect
-#, fuzzy
msgid "Deliver glossy indirect pass"
-msgstr "Produce una pasada de iluminación indirecta"
+msgstr "Produce una pasada de reflexión indirecta"
#: bpy.types.RenderLayer.use_halo bpy.types.SceneRenderLayer.use_halo
msgid "Render Halos in this Layer (on top of Solid)"
@@ -54443,35 +54427,30 @@
#: bpy.types.RenderLayer.use_pass_transmission_color
#: bpy.types.SceneRenderLayer.use_pass_transmission_color
-#, fuzzy
@@ Diff output truncated at 10240 characters. @@
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