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Merge branch 'equalopportunity' into 'master'

Support light fade settings in legacy lighting method, remove launcher lighting settings that support runtime changes

See merge request OpenMW/openmw!4168
This commit is contained in:
psi29a 2024-06-14 07:21:19 +00:00
commit 6caac886ea
15 changed files with 55 additions and 382 deletions

View file

@ -254,15 +254,6 @@ bool Launcher::SettingsPage::loadSettings()
connect(shadowDistanceCheckBox, &QCheckBox::toggled, this, &SettingsPage::slotShadowDistLimitToggled);
lightsMaxLightsSpinBox->setValue(Settings::shaders().mMaxLights);
lightsMaximumDistanceSpinBox->setValue(Settings::shaders().mMaximumLightDistance);
lightFadeMultiplierSpinBox->setValue(Settings::shaders().mLightFadeStart);
lightsBoundingSphereMultiplierSpinBox->setValue(Settings::shaders().mLightBoundsMultiplier);
lightsMinimumInteriorBrightnessSpinBox->setValue(Settings::shaders().mMinimumInteriorBrightness);
connect(lightingMethodComboBox, qOverload<int>(&QComboBox::currentIndexChanged), this,
&SettingsPage::slotLightTypeCurrentIndexChanged);
int lightingMethod = 1;
switch (Settings::shaders().mLightingMethod)
{
@ -277,7 +268,6 @@ bool Launcher::SettingsPage::loadSettings()
break;
}
lightingMethodComboBox->setCurrentIndex(lightingMethod);
slotLightTypeCurrentIndexChanged(lightingMethod);
}
// Audio
@ -472,12 +462,6 @@ void Launcher::SettingsPage::saveSettings()
Settings::shadows().mComputeSceneBounds.set("primitives");
else
Settings::shadows().mComputeSceneBounds.set("none");
Settings::shaders().mMaxLights.set(lightsMaxLightsSpinBox->value());
Settings::shaders().mMaximumLightDistance.set(lightsMaximumDistanceSpinBox->value());
Settings::shaders().mLightFadeStart.set(lightFadeMultiplierSpinBox->value());
Settings::shaders().mLightBoundsMultiplier.set(lightsBoundingSphereMultiplierSpinBox->value());
Settings::shaders().mMinimumInteriorBrightness.set(lightsMinimumInteriorBrightnessSpinBox->value());
}
// Audio
@ -595,12 +579,3 @@ void Launcher::SettingsPage::slotDistantLandToggled(bool checked)
activeGridObjectPagingCheckBox->setEnabled(checked);
objectPagingMinSizeComboBox->setEnabled(checked);
}
void Launcher::SettingsPage::slotLightTypeCurrentIndexChanged(int index)
{
lightsMaximumDistanceSpinBox->setEnabled(index != 0);
lightFadeMultiplierSpinBox->setEnabled(index != 0);
lightsMaxLightsSpinBox->setEnabled(index != 0);
lightsBoundingSphereMultiplierSpinBox->setEnabled(index != 0);
lightsMinimumInteriorBrightnessSpinBox->setEnabled(index != 0);
}

View file

@ -34,7 +34,6 @@ namespace Launcher
void slotSkyBlendingToggled(bool checked);
void slotShadowDistLimitToggled(bool checked);
void slotDistantLandToggled(bool checked);
void slotLightTypeCurrentIndexChanged(int index);
private:
Config::GameSettings& mGameSettings;

View file

@ -1027,17 +1027,7 @@
<layout class="QHBoxLayout" name="horizontalLightingLayout">
<item>
<layout class="QGridLayout" name="lightingLayout" columnstretch="0,0">
<item row="4" column="0">
<widget class="QLabel" name="lightsMaximumDistanceLabel">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum distance at which lights will appear (measured in units).&lt;/p&gt;&lt;p&gt;Set this to 0 to use an unlimited distance.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Maximum Light Distance</string>
</property>
</widget>
</item>
<item row="8" column="1">
<item row="2" column="1">
<spacer name="verticalSpacer_10">
<property name="orientation">
<enum>Qt::Vertical</enum>
@ -1050,32 +1040,12 @@
</property>
</spacer>
</item>
<item row="3" column="0">
<widget class="QLabel" name="lightsMaxLightsLabel">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum number of lights per object.&lt;/p&gt;&lt;p&gt;A low number near default will cause light popping similar to what you would see with legacy lighting.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Max Lights</string>
</property>
</widget>
</item>
<item row="5" column="0">
<widget class="QLabel" name="lightFadeMultiplierLabel">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Fraction of maximum distance at which lights will start to fade.&lt;/p&gt;&lt;p&gt;Set this to a low value for slower transitions or a high value for quicker transitions.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Fade Start Multiplier</string>
</property>
</widget>
</item>
<item row="2" column="0">
<item row="1" column="0">
<widget class="QLabel" name="lightingMethodLabel">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Set the internal handling of light sources.&lt;/p&gt;
&lt;p&gt; &quot;Legacy&quot; always uses 8 lights per object and provides a lighting closest to an original game.&lt;/p&gt;
&lt;p&gt;&quot;Shaders (compatibility)&quot; removes the 8 light limit. This mode also enables lighting on groundcover and a configurable light fade. It is recommended to use this with older hardware and a light limit closer to 8.&lt;/p&gt;
&lt;p&gt; &quot;Legacy&quot; always uses 8 lights per object. It provides results most similar to Morrowind's lighting.&lt;/p&gt;
&lt;p&gt;&quot;Shaders (compatibility)&quot; removes the 8 light limit. This mode also enables lighting on groundcover. It is recommended to use this with older hardware and a light limit closer to 8.&lt;/p&gt;
&lt;p&gt; &quot;Shaders&quot; carries all of the benefits that &quot;Shaders (compatibility)&quot; does, but uses a modern approach that allows for a higher max lights count with little to no performance penalties on modern hardware.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
@ -1083,7 +1053,7 @@
</property>
</widget>
</item>
<item row="2" column="1">
<item row="1" column="1">
<widget class="QComboBox" name="lightingMethodComboBox">
<item>
<property name="text">
@ -1102,94 +1072,6 @@
</item>
</widget>
</item>
<item row="6" column="0">
<widget class="QLabel" name="lightsBoundingSphereMultiplierLabel">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Multipler for bounding sphere of lights.&lt;/p&gt;&lt;p&gt;Higher numbers allows for smooth falloff but require an increase in number of max lights.&lt;/p&gt;&lt;p&gt;Does not effect the illumination or strength of lights.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Bounding Sphere Multiplier</string>
</property>
</widget>
</item>
<item row="7" column="0">
<widget class="QLabel" name="lightsMinimumInteriorBrightnessLabel">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Minimum ambient interior brightness.&lt;/p&gt;&lt;p&gt;Increase this if you feel interiors are too dark.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Minimum Interior Brightness</string>
</property>
</widget>
</item>
<item row="6" column="1">
<widget class="QDoubleSpinBox" name="lightsBoundingSphereMultiplierSpinBox">
<property name="maximum">
<double>5.000000000000000</double>
</property>
<property name="singleStep">
<double>0.050000000000000</double>
</property>
<property name="value">
<double>1.650000000000000</double>
</property>
</widget>
</item>
<item row="5" column="1">
<widget class="QDoubleSpinBox" name="lightFadeMultiplierSpinBox">
<property name="maximum">
<double>1.000000000000000</double>
</property>
<property name="singleStep">
<double>0.010000000000000</double>
</property>
<property name="value">
<double>0.850000000000000</double>
</property>
</widget>
</item>
<item row="7" column="1">
<widget class="QDoubleSpinBox" name="lightsMinimumInteriorBrightnessSpinBox">
<property name="maximum">
<double>1.000000000000000</double>
</property>
<property name="singleStep">
<double>0.010000000000000</double>
</property>
<property name="value">
<double>0.080000000000000</double>
</property>
</widget>
</item>
<item row="4" column="1">
<widget class="QSpinBox" name="lightsMaximumDistanceSpinBox">
<property name="suffix">
<string> unit(s)</string>
</property>
<property name="maximum">
<number>8192</number>
</property>
<property name="singleStep">
<number>128</number>
</property>
<property name="value">
<number>8192</number>
</property>
</widget>
</item>
<item row="3" column="1">
<widget class="QSpinBox" name="lightsMaxLightsSpinBox">
<property name="minimum">
<number>2</number>
</property>
<property name="maximum">
<number>64</number>
</property>
<property name="singleStep">
<number>2</number>
</property>
</widget>
</item>
</layout>
</item>
</layout>

View file

@ -830,32 +830,33 @@ namespace SceneUtil
if (settings.mLightingMethod == LightingMethod::FFP)
{
initFFP(ffpMaxLights);
return;
}
static bool hasLoggedWarnings = false;
if (settings.mLightingMethod == LightingMethod::SingleUBO && !hasLoggedWarnings)
{
if (!supportsUBO)
Log(Debug::Warning)
<< "GL_ARB_uniform_buffer_object not supported: switching to shader compatibility lighting mode";
if (!supportsGPU4)
Log(Debug::Warning)
<< "GL_EXT_gpu_shader4 not supported: switching to shader compatibility lighting mode";
hasLoggedWarnings = true;
}
if (!supportsUBO || !supportsGPU4 || settings.mLightingMethod == LightingMethod::PerObjectUniform)
initPerObjectUniform(settings.mMaxLights);
else
initSingleUBO(settings.mMaxLights);
{
static bool hasLoggedWarnings = false;
if (settings.mLightingMethod == LightingMethod::SingleUBO && !hasLoggedWarnings)
{
if (!supportsUBO)
Log(Debug::Warning) << "GL_ARB_uniform_buffer_object not supported: switching to shader "
"compatibility lighting mode";
if (!supportsGPU4)
Log(Debug::Warning)
<< "GL_EXT_gpu_shader4 not supported: switching to shader compatibility lighting mode";
hasLoggedWarnings = true;
}
if (!supportsUBO || !supportsGPU4 || settings.mLightingMethod == LightingMethod::PerObjectUniform)
initPerObjectUniform(settings.mMaxLights);
else
initSingleUBO(settings.mMaxLights);
getOrCreateStateSet()->addUniform(new osg::Uniform("PointLightCount", 0));
addCullCallback(new LightManagerCullCallback(this));
}
updateSettings(settings.mLightBoundsMultiplier, settings.mMaximumLightDistance, settings.mLightFadeStart);
getOrCreateStateSet()->addUniform(new osg::Uniform("PointLightCount", 0));
addCullCallback(new LightManagerCullCallback(this));
}
LightManager::LightManager(const LightManager& copy, const osg::CopyOp& copyop)
@ -942,9 +943,6 @@ namespace SceneUtil
void LightManager::updateSettings(float lightBoundsMultiplier, float maximumLightDistance, float lightFadeStart)
{
if (getLightingMethod() == LightingMethod::FFP)
return;
mPointLightRadiusMultiplier = lightBoundsMultiplier;
mPointLightFadeEnd = maximumLightDistance;
if (mPointLightFadeEnd > 0)

View file

@ -148,13 +148,13 @@ lighting method
Sets the internal handling of light sources.
'legacy' is restricted to 8 lights per object and emulates fixed function
pipeline compatible lighting.
'legacy' is restricted to 8 lights per object and it is the method closest to
fixed function pipeline lighting.
'shaders compatibility' removes the light limit controllable through :ref:`max
lights` and follows a modified attenuation formula which can drastically reduce
light popping and seams. This mode also enables lighting on groundcover and a
configurable light fade. It is recommended to use this with older hardware and a
light popping and seams. This mode also enables lighting on groundcover.
It is recommended to use this with older hardware and a
light limit closer to 8. Because of its wide range of compatibility it is set as
the default.
@ -189,7 +189,7 @@ increase in :ref:`max lights` and thus carries a performance penalty. This
especially helps with abrupt light popping with handheld light sources such as
torches and lanterns.
This setting has no effect if :ref:`lighting method` is 'legacy'.
In Morrowind, this multiplier is non-existent, i.e. it is always 1.0.
maximum light distance
----------------------
@ -202,7 +202,7 @@ The maximum distance from the camera that lights will be illuminated, applies to
both interiors and exteriors. A lower distance will improve performance. Set
this to a non-positive value to disable fading.
This setting has no effect if :ref:`lighting method` is 'legacy'.
In Morrowind, there is no distance-based light fading.
light fade start
----------------
@ -214,8 +214,7 @@ light fade start
The fraction of the maximum distance at which lights will begin to fade away.
Tweaking it will make the transition proportionally more or less smooth.
This setting has no effect if the :ref:`maximum light distance` is non-positive
or :ref:`lighting method` is 'legacy'.
This setting has no effect if the :ref:`maximum light distance` is non-positive.
max lights
----------

View file

@ -125,7 +125,7 @@ LightsFadeStartMultiplier: "Multiplikator für Startwert der Lichtabblendung"
LightsFadeStartMultiplierTooltip: "Standard: 0,85\nBruchteil der maximalen Lichtreichweite, bei der Lichtquellen langsam zu verblassen beginnen.\n\nKleinere Werte führen zu einem sanfteren Übergang, der allerdings bereits bei geringerer Entfernung startet; größere Werte machen den Übergang abrupter, betreffen aber nur weiter entfernte Lichtquellen."
LightsLightingMethodTooltip: "Legt die interne Behandlung von Lichtquellen fest.\n\n
„Veraltet“ verwendet immer bis zu 8 Lichtquellen pro Objekt und führt zu Ergebnissen, die denen der Original-Engine am ähnlichsten sind.\n\n
„Shader (Kompatibilitätsmodus)“ entfernt das Maximum von 8 Lichtquellen pro Objekt; Bodenvegetation wird von Lichtquellen beleuchtet und das sanfte Abblenden von Lichtquellen wird aktiviert. Es wird empfohlen, diese Option für ältere Hardware und Maximalwerte für Lichtquellen nahe 8 zu verwenden.\n\n
„Shader (Kompatibilitätsmodus)“ entfernt das Maximum von 8 Lichtquellen pro Objekt; Bodenvegetation wird von Lichtquellen beleuchtet. Es wird empfohlen, diese Option für ältere Hardware und Maximalwerte für Lichtquellen nahe 8 zu verwenden.\n\n
„Shader“ bietet alle Vorteile von „Shader (Kompatibilitätsmodus)“, nutzt aber einen moderneren Ansatz, der größere Maximalwerte für Lichtquellen bei geringen bis keinen Leistungseinbußen ermöglicht. Funktioniert möglicherweise nicht auf älterer Hardware."
LightsMaximumDistance: "Maximale Lichtreichweite"
LightsMaximumDistanceTooltip: "Standard: 8192 (1 Zelle)\nMaximale Entfernung, bis zu der Lichtquellen noch dargestellt werden (gemessen in In-Game-Einheiten).\n\nEin Wert von 0 entspricht einer unbegrenzten Reichweite."

View file

@ -120,12 +120,12 @@ LightingMethodShadersCompatibility: "Shaders (compatibility)"
LightingResetToDefaults: "Resets to default values, would you like to continue? Changes to lighting method will require a restart."
Lights: "Lights"
LightsBoundingSphereMultiplier: "Bounding Sphere Multiplier"
LightsBoundingSphereMultiplierTooltip: "Default: 1.65\nMultipler for bounding sphere of lights.\nHigher numbers allows for smooth falloff but require an increase in number of max lights.\n\nDoes not effect the illumination or strength of lights."
LightsBoundingSphereMultiplierTooltip: "Default: 1.65\nMultiplier for bounding sphere of lights.\nHigher numbers allows for smooth falloff but require an increase in number of max lights.\n\nDoes not effect the illumination or strength of lights."
LightsFadeStartMultiplier: "Fade Start Multiplier"
LightsFadeStartMultiplierTooltip: "Default: 0.85\nFraction of maximum distance at which lights will start to fade.\n\nSet this to a low value for slower transitions or a high value for quicker transitions."
LightsLightingMethodTooltip: "Set the internal handling of light sources.\n\n
\"Legacy\" always uses 8 lights per object and provides a lighting closest to an original game.\n\n
\"Shaders (compatibility)\" removes the 8 light limit. This mode also enables lighting on groundcover and a configurable light fade. It is recommended to use this with older hardware and a light limit closer to 8.\n\n
\"Legacy\" always uses 8 lights per object. It provides results most similar to Morrowind's lighting.\n\n
\"Shaders (compatibility)\" removes the 8 light limit. This mode also enables lighting on groundcover. It is recommended to use this with older hardware and a light limit closer to 8.\n\n
\"Shaders\" carries all of the benefits that \"Shaders (compatibility)\" does, but uses a modern approach that allows for a higher max lights count with little to no performance penalties on modern hardware."
LightsMaximumDistance: "Maximum Light Distance"
LightsMaximumDistanceTooltip: "Default: 8192\nMaximum distance at which lights will appear (measured in units).\n\nSet this to 0 to use an unlimited distance."

View file

@ -125,7 +125,7 @@ LightsFadeStartMultiplier: "Seuil de perte d'éclat lumineux"
LightsFadeStartMultiplierTooltip: "valeur par défaut: 0.85\nFraction de la distance maximale d'une source à partir de laquelle l'intensité lumineuse commence à décroître.\n\nSélectionnez une valeur basse pour une transition douce ou une valeur plus élevée pour une transition plus abrupte."
LightsLightingMethodTooltip: "Définit la gestion des sources lumineuses :\n\n
\"Traditionnelle\" Chaque objet est éclairé par 8 sources lumineuses. Cet méthode est la plus proche du jeu original.\n\n
\"Shaders (mode de compatibilité)\" supprime la limite des 8 sources lumineuses. Cette méthode permet d'éclairer la végétation au sol, mais aussi de configurer à quel distance une source lumineuse s'estompe. Ce choix est recommandé pour les ordinateurs plus anciens avec un nombre de sources lumineuses proche de 8.\n\n
\"Shaders (mode de compatibilité)\" supprime la limite des 8 sources lumineuses. Cette méthode permet d'éclairer la végétation au sol. Ce choix est recommandé pour les ordinateurs plus anciens avec un nombre de sources lumineuses proche de 8.\n\n
\"Shaders\" offre tous les bénéfices apportés par \"Shaders (mode de compatibilité)\", mais utilise une approche moderne. Celle-ci permet, sur du matériel moderne, d'augmenter le nombre de sources lumineuses par objet sans perte de performance."
LightsMaximumDistance: "Distance maximale des sources lumineuses"
LightsMaximumDistanceTooltip: "valeur par défaut: 8192\nDistance maximale d'affichage des sources lumineuses (en unité de distance).\n\nMettez cette valeur à 0 pour une distance d'affichage infinie."

View file

@ -125,7 +125,7 @@ LightsFadeStartMultiplier: "Множитель начала затухания"
LightsFadeStartMultiplierTooltip: "Значение по умолчанию: 0.85\nДоля расстояния (относительно дальности отображения источников света), на которой свет начинает затухать.\n\nНизкие значения ведут к плавному затуханию, высокие - к резкому."
LightsLightingMethodTooltip: "Задает способ обработки источников света.\n\n
\"Устаревший\" всегда использует 8 источников света на объект и выдает освещение, наиболее близкое к таковому в оригинальной игре.\n\n
\"Шейдеры (режим совместимости)\" убирает ограничение в 8 источников света. Этот режим также позволяет освещению влиять на анимированную траву и позволяет настроить угасание света на расстоянии. Рекомендуется использовать этот режим на устаревшем аппаратном обеспечении и с количеством источников света на объект около 8.\n\n
\"Шейдеры (режим совместимости)\" убирает ограничение в 8 источников света. Этот режим также позволяет освещению влиять на анимированную траву. Рекомендуется использовать этот режим на устаревшем аппаратном обеспечении и с количеством источников света на объект около 8.\n\n
\"Шейдеры\" работает аналогично режиму \"Шейдеры (режим совместимости)\", но использует более современный подход, позволяющий использовать большее количество источников света с минимальным влиянием на производительность на современном аппаратном обеспечении."
LightsMaximumDistance: "Дальность отображения источников света"
LightsMaximumDistanceTooltip: "Значение по умолчанию: 8192\nМаксимальное расстояние, на котором будут отображаться источники света (во внутриигровых единицах измерения).\n\nЕсли 0, то расстояние не ограничено."

View file

@ -126,7 +126,7 @@ LightsFadeStartMultiplier: "Blekningsstartmultiplikator"
LightsFadeStartMultiplierTooltip: "Förvalt: 0.85\nFraktion av det maximala avståndet från vilket ljuskällor börjar blekna.\n\nVälj lågt värde för långsammare övergång eller högre värde för snabbare övergång."
LightsLightingMethodTooltip: "Välj intern hantering av ljuskällor.\n\n
\"Gammaldags\" använder alltid max 8 ljuskällor per objekt och ger ljussättning likt ett gammaldags spel.\n\n
\"Shader (kompatibilitet)\" tar bort begränsningen med max 8 ljuskällor per objekt. Detta läge aktiverar också ljus på marktäckning och ett konfigurerbart ljusbleknande. Rekommenderas för äldre hårdvara tillsammans med en ljusbegränsning nära 8.\n\n
\"Shader (kompatibilitet)\" tar bort begränsningen med max 8 ljuskällor per objekt. Detta läge aktiverar också ljus på marktäckning. Rekommenderas för äldre hårdvara tillsammans med en ljusbegränsning nära 8.\n\n
\"Shader\" har alla fördelar som \"Shader (kompatibilitet)\" har, med med ett modernt förhållningssätt som möjliggör fler maximalt antal ljuskällor med liten eller ingen prestandaförlust på modern hårdvara."
LightsMaximumDistance: "Maximalt ljusavstånd"
LightsMaximumDistanceTooltip: "Förvalt: 8192\nMaximala avståndet där ljuskällor syns (mätt i enheter).\n\nVärdet 0 ger oändligt avstånd."

View file

@ -1060,22 +1060,10 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Effects of reflected Absorb spells are not mirrored - like in Morrowind.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum distance at which lights will appear (measured in units).&lt;/p&gt;&lt;p&gt;Set this to 0 to use an unlimited distance.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum number of lights per object.&lt;/p&gt;&lt;p&gt;A low number near default will cause light popping similar to what you would see with legacy lighting.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Fraction of maximum distance at which lights will start to fade.&lt;/p&gt;&lt;p&gt;Set this to a low value for slower transitions or a high value for quicker transitions.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Set the internal handling of light sources.&lt;/p&gt;
&lt;p&gt; &quot;Legacy&quot; always uses 8 lights per object and provides a lighting closest to an original game.&lt;/p&gt;
&lt;p&gt;&quot;Shaders (compatibility)&quot; removes the 8 light limit. This mode also enables lighting on groundcover and a configurable light fade. It is recommended to use this with older hardware and a light limit closer to 8.&lt;/p&gt;
&lt;p&gt; &quot;Legacy&quot; always uses 8 lights per object. It provides results most similar to Morrowind&apos;s lighting.&lt;/p&gt;
&lt;p&gt;&quot;Shaders (compatibility)&quot; removes the 8 light limit. This mode also enables lighting on groundcover. It is recommended to use this with older hardware and a light limit closer to 8.&lt;/p&gt;
&lt;p&gt; &quot;Shaders&quot; carries all of the benefits that &quot;Shaders (compatibility)&quot; does, but uses a modern approach that allows for a higher max lights count with little to no performance penalties on modern hardware.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
@ -1087,14 +1075,6 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov
<source>Shaders (compatibility)</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Multipler for bounding sphere of lights.&lt;/p&gt;&lt;p&gt;Higher numbers allows for smooth falloff but require an increase in number of max lights.&lt;/p&gt;&lt;p&gt;Does not effect the illumination or strength of lights.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Minimum ambient interior brightness.&lt;/p&gt;&lt;p&gt;Increase this if you feel interiors are too dark.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>In third-person view, use the camera as the sound listener instead of the player character.</source>
<translation type="unfinished"></translation>
@ -1315,26 +1295,10 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov
<source>Enable Terrain Shadows</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Maximum Light Distance</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Max Lights</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Lighting Method</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Bounding Sphere Multiplier</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Minimum Interior Brightness</source>
<translation type="unfinished"></translation>
</message>
<message>
<source>Audio Device</source>
<translation type="unfinished"></translation>

View file

@ -1196,30 +1196,10 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov
<source>Lighting</source>
<translation></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum distance at which lights will appear (measured in units).&lt;/p&gt;&lt;p&gt;Set this to 0 to use an unlimited distance.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation></translation>
</message>
<message>
<source>Maximum Light Distance</source>
<translation></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum number of lights per object.&lt;/p&gt;&lt;p&gt;A low number near default will cause light popping similar to what you would see with legacy lighting.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation></translation>
</message>
<message>
<source>Max Lights</source>
<translation></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Fraction of maximum distance at which lights will start to fade.&lt;/p&gt;&lt;p&gt;Set this to a low value for slower transitions or a high value for quicker transitions.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Set the internal handling of light sources.&lt;/p&gt;
&lt;p&gt; &quot;Legacy&quot; always uses 8 lights per object and provides a lighting closest to an original game.&lt;/p&gt;
&lt;p&gt;&quot;Shaders (compatibility)&quot; removes the 8 light limit. This mode also enables lighting on groundcover and a configurable light fade. It is recommended to use this with older hardware and a light limit closer to 8.&lt;/p&gt;
&lt;p&gt; &quot;Legacy&quot; always uses 8 lights per object. It provides results most similar to Morrowind&apos;s lighting.&lt;/p&gt;
&lt;p&gt;&quot;Shaders (compatibility)&quot; removes the 8 light limit. This mode also enables lighting on groundcover. It is recommended to use this with older hardware and a light limit closer to 8.&lt;/p&gt;
&lt;p&gt; &quot;Shaders&quot; carries all of the benefits that &quot;Shaders (compatibility)&quot; does, but uses a modern approach that allows for a higher max lights count with little to no performance penalties on modern hardware.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation></translation>
</message>
@ -1235,22 +1215,6 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov
<source>Shaders (compatibility)</source>
<translation></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Multipler for bounding sphere of lights.&lt;/p&gt;&lt;p&gt;Higher numbers allows for smooth falloff but require an increase in number of max lights.&lt;/p&gt;&lt;p&gt;Does not effect the illumination or strength of lights.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation></translation>
</message>
<message>
<source>Bounding Sphere Multiplier</source>
<translation></translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Minimum ambient interior brightness.&lt;/p&gt;&lt;p&gt;Increase this if you feel interiors are too dark.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation></translation>
</message>
<message>
<source>Minimum Interior Brightness</source>
<translation></translation>
</message>
<message>
<source>Audio</source>
<translation></translation>

View file

@ -1060,26 +1060,14 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Effects of reflected Absorb spells are not mirrored - like in Morrowind.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;body&gt;&lt;p&gt;L&apos;effet réfléchi des sorts d&apos;absorption n&apos;est pas appliqué, comme dans le moteur original.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum distance at which lights will appear (measured in units).&lt;/p&gt;&lt;p&gt;Set this to 0 to use an unlimited distance.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;body&gt;&lt;p&gt;Distance maximale d&apos;affichage des sources lumineuses (en unité de distance).&lt;/p&gt;&lt;p&gt;Mettez cette valeur à 0 pour une distance d&apos;affichage infinie.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum number of lights per object.&lt;/p&gt;&lt;p&gt;A low number near default will cause light popping similar to what you would see with legacy lighting.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;body&gt;&lt;p&gt;Nombre maximum de sources lumineuses par objet.&lt;/p&gt;&lt;p&gt;Une valeur faible mène à des apparitions tardives des sources lumineuses similaires à celles obtenues avec la méthode d&apos;éclairage traditionnelle.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Fraction of maximum distance at which lights will start to fade.&lt;/p&gt;&lt;p&gt;Set this to a low value for slower transitions or a high value for quicker transitions.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;body&gt;&lt;p&gt;Fraction de la distance maximale d&apos;une source à partir de laquelle l&apos;intensité lumineuse commence à décroître.&lt;/p&gt;&lt;p&gt;Sélectionnez une valeur basse pour une transition douce ou une valeur plus élevée pour une transition plus abrupte.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Set the internal handling of light sources.&lt;/p&gt;
&lt;p&gt; &quot;Legacy&quot; always uses 8 lights per object and provides a lighting closest to an original game.&lt;/p&gt;
&lt;p&gt;&quot;Shaders (compatibility)&quot; removes the 8 light limit. This mode also enables lighting on groundcover and a configurable light fade. It is recommended to use this with older hardware and a light limit closer to 8.&lt;/p&gt;
&lt;p&gt; &quot;Legacy&quot; always uses 8 lights per object. It provides results most similar to Morrowind&apos;s lighting.&lt;/p&gt;
&lt;p&gt;&quot;Shaders (compatibility)&quot; removes the 8 light limit. This mode also enables lighting on groundcover. It is recommended to use this with older hardware and a light limit closer to 8.&lt;/p&gt;
&lt;p&gt; &quot;Shaders&quot; carries all of the benefits that &quot;Shaders (compatibility)&quot; does, but uses a modern approach that allows for a higher max lights count with little to no performance penalties on modern hardware.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;body&gt;&lt;p&gt;Définit la gestion des sources lumineuses :&lt;/p&gt;
&lt;p&gt;&quot;Traditionnelle&quot; Chaque objet est éclairé par 8 sources lumineuses. Cet méthode est la plus proche du jeu original.&lt;/p&gt;
&lt;p&gt;&quot;Shaders (mode de compatibilité)&quot; supprime la limite des 8 sources lumineuses. Cette méthode permet d&apos;éclairer la végétation au sol, mais aussi de configurer à quel distance une source lumineuse s&apos;estompe. Ce choix est recommandé pour les ordinateurs plus anciens avec un nombre de sources lumineuses proche de 8.&lt;/p&gt;
&lt;p&gt;&quot;Shaders (mode de compatibilité)&quot; supprime la limite des 8 sources lumineuses. Cette méthode permet d&apos;éclairer la végétation au sol. Ce choix est recommandé pour les ordinateurs plus anciens avec un nombre de sources lumineuses proche de 8.&lt;/p&gt;
&lt;p&gt;&quot;Shaders&quot; offre tous les bénéfices apportés par &quot;Shaders (mode de compatibilité)&quot;, mais utilise une approche moderne. Celle-ci permet, sur du matériel moderne, d&apos;augmenter le nombre de sources lumineuses par objet sans perte de performance.&quot;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
@ -1090,14 +1078,6 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov
<source>Shaders (compatibility)</source>
<translation>Shaders (mode de compatibilité)</translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Multipler for bounding sphere of lights.&lt;/p&gt;&lt;p&gt;Higher numbers allows for smooth falloff but require an increase in number of max lights.&lt;/p&gt;&lt;p&gt;Does not effect the illumination or strength of lights.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;body&gt;&lt;p&gt;Multiplicateur pour le rayon de la sphère incluant les sources lumineuses.&lt;/p&gt;&lt;p&gt;Un multiplicateur plus élevé permet une extinction plus douce, mais applique un plus grand nombre de sources lumineuses sur chaque objet.&lt;/p&gt;&lt;p&gt;Ce paramètre ne modifie ni l&apos;intensité ni la luminance des lumières.&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Minimum ambient interior brightness.&lt;/p&gt;&lt;p&gt;Increase this if you feel interiors are too dark.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Luminosité ambiante minimale en intérieur.&lt;/p&gt;&lt;p&gt;Augmentez cette valeur si les intérieurs vous semblent trop sombres.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<source>In third-person view, use the camera as the sound listener instead of the player character.</source>
<translation>En vue à la troisième personne, le jeu reproduit le son reçu par la caméra au lieu de celui reçu par tête du personnage joueur.</translation>
@ -1318,26 +1298,10 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov
<source>Enable Terrain Shadows</source>
<translation>Ombre des terrains</translation>
</message>
<message>
<source>Maximum Light Distance</source>
<translation>Portée maximale des sources lumineuse</translation>
</message>
<message>
<source>Max Lights</source>
<translation>Nombre maximum de sources lumineuses</translation>
</message>
<message>
<source>Lighting Method</source>
<translation>Méthode d&apos;illumination</translation>
</message>
<message>
<source>Bounding Sphere Multiplier</source>
<translation>Multiplicateur de portée des sphères lumineuses</translation>
</message>
<message>
<source>Minimum Interior Brightness</source>
<translation>Luminosité intérieure minimale</translation>
</message>
<message>
<source>Audio Device</source>
<translation>Périphérique audio</translation>

View file

@ -1424,34 +1424,14 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov
<source>Screenshot Format</source>
<translation>Формат снимков экрана</translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum distance at which lights will appear (measured in units).&lt;/p&gt;&lt;p&gt;Set this to 0 to use an unlimited distance.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Максимальное расстояние, на котором будут отображаться источники света (во внутриигровых единицах измерения).&lt;/p&gt;&lt;p&gt;Если 0, то расстояние не ограничено.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<source>Maximum Light Distance</source>
<translation>Дальность отображения источников света</translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum number of lights per object.&lt;/p&gt;&lt;p&gt;A low number near default will cause light popping similar to what you would see with legacy lighting.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Максимальное количество источников света для каждого объекта.&lt;/p&gt;&lt;p&gt;Низкие числа (близкие к значению по умолчанию) приводят к резким перепадам освещения, как при устаревшем методе освещения.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<source>Max Lights</source>
<translation>Макс. кол-во источников света</translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Fraction of maximum distance at which lights will start to fade.&lt;/p&gt;&lt;p&gt;Set this to a low value for slower transitions or a high value for quicker transitions.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Доля расстояния (относительно дальности отображения источников света), на которой свет начинает затухать.&lt;/p&gt;&lt;p&gt;Низкие значения ведут к плавному затуханию, высокие - к резкому.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Set the internal handling of light sources.&lt;/p&gt;
&lt;p&gt; &quot;Legacy&quot; always uses 8 lights per object and provides a lighting closest to an original game.&lt;/p&gt;
&lt;p&gt;&quot;Shaders (compatibility)&quot; removes the 8 light limit. This mode also enables lighting on groundcover and a configurable light fade. It is recommended to use this with older hardware and a light limit closer to 8.&lt;/p&gt;
&lt;p&gt; &quot;Legacy&quot; always uses 8 lights per object. It provides results most similar to Morrowind&apos;s lighting.&lt;/p&gt;
&lt;p&gt;&quot;Shaders (compatibility)&quot; removes the 8 light limit. This mode also enables lighting on groundcover. It is recommended to use this with older hardware and a light limit closer to 8.&lt;/p&gt;
&lt;p&gt; &quot;Shaders&quot; carries all of the benefits that &quot;Shaders (compatibility)&quot; does, but uses a modern approach that allows for a higher max lights count with little to no performance penalties on modern hardware.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Задает способ обработки источников света.&lt;/p&gt;
&lt;p&gt; &quot;Устаревший&quot; всегда использует 8 источников света на объект и выдает освещение, наиболее близкое к таковому в оригинальной игре.&lt;/p&gt;
&lt;p&gt;&quot;Шейдеры (режим совместимости)&quot; убирает ограничение в 8 источников света. Этот режим также позволяет освещению влиять на анимированную траву и позволяет настроить угасание света на расстоянии. Рекомендуется использовать этот режим на устаревшем аппаратном обеспечении и с количеством источников света на объект около 8.&lt;/p&gt;
&lt;p&gt;&quot;Шейдеры (режим совместимости)&quot; убирает ограничение в 8 источников света. Этот режим также позволяет освещению влиять на анимированную траву. Рекомендуется использовать этот режим на устаревшем аппаратном обеспечении и с количеством источников света на объект около 8.&lt;/p&gt;
&lt;p&gt; &quot;Шейдеры&quot; работает аналогично режиму &quot;Шейдеры (режим совместимости)&quot; но использует более современный подход, позволяющий использовать большее количество источников света с минимальным влиянием на производительность на современном аппаратном обеспечении.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
@ -1462,18 +1442,6 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov
<source>Shaders (compatibility)</source>
<translation>Шейдеры (режим совместимости)</translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Multipler for bounding sphere of lights.&lt;/p&gt;&lt;p&gt;Higher numbers allows for smooth falloff but require an increase in number of max lights.&lt;/p&gt;&lt;p&gt;Does not effect the illumination or strength of lights.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Множитель размера ограничивающей сферы источников света.&lt;/p&gt;&lt;p&gt;Высокие значения делают затухание света плавнее, но требуют более высокого максимального количества источников света.&lt;/p&gt;&lt;p&gt;Настройка не влияет на уровень освещения или мощность источников света.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<source>Bounding Sphere Multiplier</source>
<translation>Множитель размера ограничивающей сферы</translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Minimum ambient interior brightness.&lt;/p&gt;&lt;p&gt;Increase this if you feel interiors are too dark.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Минимальный уровень фонового освещения в помещениях.&lt;/p&gt;&lt;p&gt;Увеличьте значение, если помещения в игре кажутся слишком темными.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<source>In third-person view, use the camera as the sound listener instead of the player character.</source>
<translation>Использовать в виде от третьего лица положение камеры, а не персонажа игрока для прослушивания звуков.</translation>
@ -1482,9 +1450,5 @@ to default Morrowind fonts. Check this box if you still prefer original fonts ov
<source>Use the Camera as the Sound Listener</source>
<translation>Использовать камеру как слушателя</translation>
</message>
<message>
<source>Minimum Interior Brightness</source>
<translation>Минимальный уровень освещения в помещениях</translation>
</message>
</context>
</TS>

View file

@ -1073,26 +1073,14 @@ de ordinarie fonterna i Morrowind. Bocka denna ruta om du ändå föredrar ordin
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Effects of reflected Absorb spells are not mirrored - like in Morrowind.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Effekter av reflekterade &quot;Absorb&quot;-besvärjelser speglas inte såsom i Morrowind.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum distance at which lights will appear (measured in units).&lt;/p&gt;&lt;p&gt;Set this to 0 to use an unlimited distance.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximala avståndet där ljuskällor syns (mätt i enheter).&lt;/p&gt;&lt;p&gt;Värdet 0 ger oändligt avstånd.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum number of lights per object.&lt;/p&gt;&lt;p&gt;A low number near default will cause light popping similar to what you would see with legacy lighting.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximalt antal ljuskällor per objekt.&lt;/p&gt;&lt;p&gt;Ett lågt tal nära det förvalda kommer orsaka att ljuskällor poppar upp som vid ljussättningsmetoden Gammaldags.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Fraction of maximum distance at which lights will start to fade.&lt;/p&gt;&lt;p&gt;Set this to a low value for slower transitions or a high value for quicker transitions.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Fraktion av det maximala avståndet från vilket ljuskällor börjar blekna.&lt;/p&gt;&lt;p&gt;Välj ett lågt värde för långsammare övergång eller högre värde för snabbare övergång.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
</message>
<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Set the internal handling of light sources.&lt;/p&gt;
&lt;p&gt; &quot;Legacy&quot; always uses 8 lights per object and provides a lighting closest to an original game.&lt;/p&gt;
&lt;p&gt;&quot;Shaders (compatibility)&quot; removes the 8 light limit. This mode also enables lighting on groundcover and a configurable light fade. It is recommended to use this with older hardware and a light limit closer to 8.&lt;/p&gt;
&lt;p&gt; &quot;Legacy&quot; always uses 8 lights per object. It provides results most similar to Morrowind&apos;s lighting.&lt;/p&gt;
&lt;p&gt;&quot;Shaders (compatibility)&quot; removes the 8 light limit. This mode also enables lighting on groundcover. It is recommended to use this with older hardware and a light limit closer to 8.&lt;/p&gt;
&lt;p&gt; &quot;Shaders&quot; carries all of the benefits that &quot;Shaders (compatibility)&quot; does, but uses a modern approach that allows for a higher max lights count with little to no performance penalties on modern hardware.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Välj intern hantering av ljuskällor.&lt;/p&gt;
&lt;p&gt; &quot;Gammaldags&quot; använder alltid max 8 ljuskällor per objekt och ger ljussättning likt ett gammaldags spel.&lt;/p&gt;
&lt;p&gt;&quot;Shader (kompatibilitet)&quot; tar bort begränsningen med max 8 ljuskällor per objekt. Detta läge aktiverar också ljus marktäckning och ett konfigurerbart ljusbleknande. Rekommenderas för äldre hårdvara tillsammans med en ljusbegränsning nära 8.&lt;/p&gt;
&lt;p&gt;&quot;Shader (kompatibilitet)&quot; tar bort begränsningen med max 8 ljuskällor per objekt. Detta läge aktiverar också ljus marktäckning. Rekommenderas för äldre hårdvara tillsammans med en ljusbegränsning nära 8.&lt;/p&gt;
&lt;p&gt; &quot;Shader&quot; har alla fördelar som &quot;Shader (kompatibilitet)&quot; har, men med ett modernt förhållningssätt som möjliggör fler maximalt antal ljuskällor med liten eller ingen prestandaförlust modern hårdvara.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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@ -1103,14 +1091,6 @@ de ordinarie fonterna i Morrowind. Bocka denna ruta om du ändå föredrar ordin
<source>Shaders (compatibility)</source>
<translation>Shader (kompatibilitet)</translation>
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<message>
<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Multipler for bounding sphere of lights.&lt;/p&gt;&lt;p&gt;Higher numbers allows for smooth falloff but require an increase in number of max lights.&lt;/p&gt;&lt;p&gt;Does not effect the illumination or strength of lights.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Multiplikator för ljusens gränssfär.&lt;/p&gt;&lt;p&gt;Högre värden ger mjukare minskning av gränssfären, men kräver högre värde i Max antal ljuskällor.&lt;/p&gt;&lt;p&gt;Påverkar inte ljusstyrkan.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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<source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Minimum ambient interior brightness.&lt;/p&gt;&lt;p&gt;Increase this if you feel interiors are too dark.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
<translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Minsta omgivande ljusstyrka i interiörer.&lt;/p&gt;&lt;p&gt;Öka värdet om du anser att interiörer är för mörka.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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<source>In third-person view, use the camera as the sound listener instead of the player character.</source>
<translation>Använd kameran som ljudlyssnare istället för spelarrollfiguren i tredjepersonsperspektivet.</translation>
@ -1334,26 +1314,10 @@ de ordinarie fonterna i Morrowind. Bocka denna ruta om du ändå föredrar ordin
<source>Enable Terrain Shadows</source>
<translation>Aktivera terrängskuggor</translation>
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<source>Maximum Light Distance</source>
<translation>Maximalt ljusavstånd</translation>
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<source>Max Lights</source>
<translation>Max antal ljuskällor</translation>
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<source>Lighting Method</source>
<translation>Ljussättningsmetod</translation>
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<source>Bounding Sphere Multiplier</source>
<translation>Gränssfärsmultiplikator</translation>
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<source>Minimum Interior Brightness</source>
<translation>Minsta ljusstyrka i interiörer</translation>
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<source>Audio Device</source>
<translation>Ljudenhet</translation>