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1726 of 131 results
17.
Since an Image is of a fixed size, and doesn't change in response to input, game state, or the size of the area available to it, an Image can be loaded before it is needed, and placed into an area of memory known as the image cache. Once an Image is decoded and in the cache, it can be quickly drawn to the screen.
(no translation yet)
Located in ../../source/displayables.rst:61
18.
Ren'Py attempts to predict the images that will be used in the future, and loads them into the image cache before they are used. When space in the cache is needed for other images, Ren'Py will remove images that are no longer being used.
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Located in ../../source/displayables.rst:67
19.
By default, Ren'Py will predictively cache up to 8 screens worth of image data. (If your screen is 800x600, then a screen's worth of data is one 800x600 image, two 400x600 images, and so on.) This can be changed with the :var:config.image_cache_size configuration variable.
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Located in ../../source/displayables.rst:72
20.
Although the precise amount is dependent on implementation details and there is significant overhead, as a rule of thumb, each pixel in the image cache consumes 4 bytes of main memory and 4 bytes of video memory.
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Located in ../../source/displayables.rst:78
21.
Image-Like Displayables
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Located in ../../source/displayables.rst:84
22.
We call these displayables image-like because they take up a rectangular area of the screen, and do not react to input. These differ from normal images by varying their size to fill an area (Frame, LiveTile, and Solid), or by allowing the user to specify their size (LiveComposite, LiveCrop, Null). They are not image manipulators.
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Located in ../../source/displayables.rst:86
23.
Image-like displayables take :ref:`position-style-properties`.
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Located in ../../source/displayables.rst:92
24.
This flattens `child`, which may be made up of multiple textures, into a single texture.
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Located in ../../source/inc/disp_imagelike:5
25.
Certain operations, like the alpha transform property, apply to every texture making up a displayable, which can yield incorrect results when the textures overlap on screen. Flatten creates a single texture from multiple textures, which can prevent this problem.
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Located in ../../source/inc/disp_imagelike:8
26.
Flatten is a relatively expensive operation, and so should only be used when absolutely required.
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Located in ../../source/inc/disp_imagelike:13
1726 of 131 results

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