Cameron Kaiser c9b2922b70 hello FPR
2017-04-19 00:56:45 -07:00

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# This Source Code Form is subject to the terms of the Mozilla Public
# License, v. 2.0. If a copy of the MPL was not distributed with this
# file, You can obtain one at http://mozilla.org/MPL/2.0/.
# LOCALIZATION NOTE These strings are used inside the Tilt Inspector
# which is available from the Web Developer sub-menu -> 'Tilt'.
#
# The correct localization of this file might be to keep it in
# English, or another language commonly spoken among web developers.
# You want to make that choice consistent across the developer tools.
# A good criteria is the language in which you'd find the best
# documentation on web development on the web.
# LOCALIZATION NOTE (initTilt.error): Tilt requires WebGL capabilities, which
# are not available on every hardware. This message is displayed as an modal
# popup window when initialization fails because of unsupported hardware.
initTilt.error = Could not initialize Tilt, please check the\ntroubleshooting information available at http://get.webgl.org/troubleshooting
# LOCALIZATION NOTE (initWebGL.error): Tilt requires WebGL capabilities, which
# are not available on every hardware. This message is displayed in the console
# when initialization fails because of unsupported hardware.
initWebGL.error = Could not initialize the WebGL context, your hardware or drivers may not support it.
# LOCALIZATION NOTE (linkProgram.error): This error happens when the WebGL
# context can't link two compiled shader programs together. It is displayed in
# the Error Console.
linkProgram.error = Could not initialize shader program: %S
# LOCALIZATION NOTE (compileShader.source.error): This error is caused when the
# source (uri or path) of a shader is not the expected one. It is displayed in
# the Error Console.
compileShader.source.error = Bad shader source type (expected String).
# LOCALIATION NOTE (compileShader.type.error): There are two types of shader
# programs - vertex and fragment. At a shader initialization, if none of these
# two types is specified, this compile-time error is shown. It is displayed in
# the Error Console.
compileShader.type.error = Wrong shader type specified for: %S
# LOCALIZATION NOTE (compileShader.compile.error): If the shader source and
# type are correctly specified, there may be syntax errors in the shader code.
# If this is the case, this compile-time error is shown. It is displayed in
# the Error Console.
compileShader.compile.error = Shader compile status:\n%S
# LOCALIZATION NOTE (compileShader.source.error): This error is caused when the
# source (canvas or image) of a texture is not as expected. It is displayed in
# the Error Console.
initTexture.source.error = Bad texture source type (expected Image).