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英訳、追随
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@ -9,7 +9,7 @@ msgid ""
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msgstr ""
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"Project-Id-Version: UniVRM Programming \n"
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"Report-Msgid-Bugs-To: \n"
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"POT-Creation-Date: 2023-04-11 15:28+0900\n"
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"POT-Creation-Date: 2023-04-12 13:50+0900\n"
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"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
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"Language-Team: LANGUAGE <LL@li.org>\n"
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@ -23,7 +23,7 @@ msgid "`v0.76` ITextureDeserializer(テクスチャーローダー)"
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msgstr "`v0.76` ITextureDeserializer(Texture Loader)"
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#: ../../api/0_76_texture_deserializer.md:3
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msgid "このインタフェースを使うとテクスチャーロードをカスタマイズできます。"
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msgid "このインタフェースを使うと, glTF のテクスチャーをロードして Unity の Texture2D を作成する工程をカスタマイズできます。"
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msgstr "This interface allows you to customize texture loading."
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#: ../../api/0_76_texture_deserializer.md:5
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@ -31,8 +31,8 @@ msgid "UnityTextureDeserializer"
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msgstr ""
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#: ../../api/0_76_texture_deserializer.md:7
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msgid "UniVRM の実装は、`UnityTextureDeserializer` です。"
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msgstr "UniVRM implementation is `UnityTextureDeserializer`."
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msgid "UniVRM が使用するデフォルトの実装は `UnityTextureDeserializer` です。"
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msgstr "UniVRM default implementation is `UnityTextureDeserializer`."
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#: ../../api/0_76_texture_deserializer.md:9
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msgid "<https://github.com/vrm-c/UniVRM/blob/master/Assets/VRMShaders/GLTF/IO/Runtime/Texture/Importer/UnityTextureDeserializer.cs>"
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@ -41,56 +41,88 @@ msgstr ""
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#: ../../api/0_76_texture_deserializer.md:11
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msgid ""
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"[ImageConversion.LoadImage](https://docs.unity3d.com/ja/2020.3/ScriptReference/ImageConversion.LoadImage.html)"
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" を使用して `png` や `jpeg` をロードできます。 通常の `glTF` はテクスチャー形式として `png` と `jpeg` "
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"を格納できます。"
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" を使用して `png` や `jpeg` から Texture2D に変換します。"
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msgstr ""
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"[ImageConversion.LoadImage](https://docs.unity3d.com/ja/2020.3/ScriptReference/ImageConversion.LoadImage.html)"
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"can be used to load `png` and `jpeg`. Normal `glTF` supports `png` and `jpeg` as texture formats"
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" can be stored."
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"[ImageConversion.LoadImage](https://docs.unity3d.com/ja/2020.3/ScriptReference/ImageConversion.LoadImage.html)can"
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" be used to load `png` and `jpeg`."
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#: ../../api/0_76_texture_deserializer.md:14
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msgid ""
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"`ImageConversion.LoadImage` はメインスレッドをブロックします。 "
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"大きなテクスチャーや大量のテクスチャーをロードすると画面が固まることがあります。"
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#: ../../api/0_76_texture_deserializer.md:13
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msgid "ITextureDeserializer でパフォーマンスを改善"
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msgstr "Improve performance with ITextureDeserializer"
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#: ../../api/0_76_texture_deserializer.md:1
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msgid "Texture2D の生成には複数のステップがあります。"
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msgstr "Generating a Texture2D has multiple steps."
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#: ../../api/0_76_texture_deserializer.md:3
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msgid "`png` や `jpeg` から `raw pixel` を取り出す"
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msgstr "Extract `raw pixel` from `png` or `jpeg`"
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#: ../../api/0_76_texture_deserializer.md:4
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msgid "取り出した `raw pixel` を使って `Texture2D` を作成する"
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msgstr "Create a `Texture2D` using the extracted `raw pixel`"
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#: ../../api/0_76_texture_deserializer.md:6
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msgid "前者をスレッドに乗せて非同期処理にすることで パフォーマンスを向上させる余地があります。"
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msgstr ""
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"`ImageConversion.LoadImage` blocks the main thread."
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"The screen may freeze when loading large textures or a large number of textures."
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"Performance can be improved by putting the raw pixel fetch on a thread to make it asynchronous."
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#: ../../api/0_76_texture_deserializer.md:17
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#: ../../api/0_76_texture_deserializer.md:1
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msgid ""
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"`png` や `jpeg` から `raw pixel` を取得する部分をスレッドに乗せて非同期処理にすることで "
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"パフォーマンスを向上させる余地があります。"
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msgstr "By putting the part that acquires `raw pixel` from `png` or `jpeg` on a thread and making it asynchronous
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can improve performance."
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"`ImageConversion.LoadImage` は `raw pixel` 取り出しと `Texture2D` 作成を一度に実行し、 "
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"その間メインスレッドをブロックします。 大きなテクスチャーや大量のテクスチャーをロードすると画面が固まりやすくなります。"
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msgstr ""
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"`ImageConversion.LoadImage` performs `raw pixel` extraction and `Texture2D` creation at once, "
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"It blocks the main thread for the duration. "
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"If you load a large texture or a large amount of textures, the screen tends to freeze."
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#: ../../api/0_76_texture_deserializer.md:20
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#: ../../api/0_76_texture_deserializer.md:29
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msgid "ITextureDeserializer で対応する画像形式を拡張する"
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msgstr "Extend supported image formats with ITextureDeserializer"
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#: ../../api/0_76_texture_deserializer.md:1
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msgid "通常の `glTF` はテクスチャー画像として `png` と `jpeg` を格納できます。"
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msgstr "`glTF` can store `png` and `jpeg` as texture images."
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#: ../../api/0_76_texture_deserializer.md:3
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msgid ""
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"もし、`EXT_texture_webp` `KHR_texture_basisu` などで別の形式の画像を利用する場合は "
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"`ITextureDeserializer` で対応可能です。"
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msgstr ""
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"If you want to use another format image with `EXT_texture_webp` `KHR_texture_basisu` etc. "
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"It can be handled by `ITextureDeserializer`."
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#: ../../api/0_76_texture_deserializer.md:36
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msgid "差し替え方法"
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msgstr "Replacement method"
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#: ../../api/0_76_texture_deserializer.md:22
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#: ../../api/0_76_texture_deserializer.md:38
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msgid "`new UniGLTF.ImporterContext` の引き数で指定することができます。"
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msgstr "`new UniGLTF.ImporterContext` Arguments can be specified."
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#: ../../api/0_76_texture_deserializer.md:32
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#: ../../api/0_76_texture_deserializer.md:48
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msgid "`new VRM.VRMImporterContext` の引き数で指定することができます。"
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msgstr "`new VRM.VRMImporterContext` Arguments can be specified."
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#: ../../api/0_76_texture_deserializer.md:43
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#: ../../api/0_76_texture_deserializer.md:59
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msgid "`new UniVRM10.Vrm10Importer` の引き数で指定することができます。"
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msgstr "`new UniVRM10.Vrm10Importer` Arguments can be specified."
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#: ../../api/0_76_texture_deserializer.md:55
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#: ../../api/0_76_texture_deserializer.md:71
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msgid "UnityAsyncImageLoader に置き換える例"
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msgstr "Example to replace with UnityAsyncImageLoader"
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#: ../../api/0_76_texture_deserializer.md:57
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#: ../../api/0_76_texture_deserializer.md:73
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msgid "ISSUE に使用例をいただきました。"
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msgstr "I got a usage example in ISSUE."
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#: ../../api/0_76_texture_deserializer.md:59
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#: ../../api/0_76_texture_deserializer.md:75
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msgid "<https://github.com/vrm-c/UniVRM/issues/1982>"
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msgstr ""
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#: ../../api/0_76_texture_deserializer.md:61
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#: ../../api/0_76_texture_deserializer.md:77
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msgid "[UnityAsyncImageLoader](https://github.com/Looooong/UnityAsyncImageLoader)を使ってパフォーマンスを向上できます。"
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msgstr "You can use [UnityAsyncImageLoader](https://github.com/Looooong/UnityAsyncImageLoader) to improve performance."
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msgstr ""
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"You can use "
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"[UnityAsyncImageLoader](https://github.com/Looooong/UnityAsyncImageLoader)"
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" to improve performance."
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