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