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/usr/share/mandelbulber2/language/it.ts is in mandelbulber2-data 2.08.3-1build1.

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<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE TS>
<TS version="2.1" language="it">
<context>
    <name>CNetRender</name>
    <message>
        <location filename="../src/netrender.cpp" line="773"/>
        <source>DISABLED</source>
        <translation>DISABILITATO</translation>
    </message>
    <message>
        <location filename="../src/netrender.cpp" line="774"/>
        <source>READY</source>
        <translation>PRONTO</translation>
    </message>
    <message>
        <location filename="../src/netrender.cpp" line="775"/>
        <source>WORKING</source>
        <translation>OCCUPATO</translation>
    </message>
    <message>
        <location filename="../src/netrender.cpp" line="776"/>
        <source>NEW</source>
        <translation>NUOVO</translation>
    </message>
    <message>
        <location filename="../src/netrender.cpp" line="777"/>
        <source>(RE-)CONNECTING</source>
        <translation>RICONNESSIONE</translation>
    </message>
    <message>
        <location filename="../src/netrender.cpp" line="778"/>
        <source>ERROR</source>
        <translation>ERRORE</translation>
    </message>
    <message>
        <location filename="../src/netrender.cpp" line="780"/>
        <source>UNKNOWN</source>
        <translation>ERRORE SCONOSCIUTO</translation>
    </message>
</context>
<context>
    <name>ColorPaletteWidget</name>
    <message>
        <location filename="../qt/color_palette_widget.cpp" line="138"/>
        <source>Reset to default</source>
        <translation>Ripristina condizioni iniziali</translation>
    </message>
    <message>
        <location filename="../qt/color_palette_widget.cpp" line="139"/>
        <source>Add to flight animation</source>
        <translation>Aggiungi all&apos;animazione in volo</translation>
    </message>
    <message>
        <location filename="../qt/color_palette_widget.cpp" line="140"/>
        <source>Add to keyframe animation</source>
        <translation>Aggiungi fotogramma chiave all&apos;animazione</translation>
    </message>
</context>
<context>
    <name>MyCheckBox</name>
    <message>
        <location filename="../qt/mycheckbox.cpp" line="31"/>
        <source>Reset to default</source>
        <translation>Resetta valori predefiniti</translation>
    </message>
    <message>
        <location filename="../qt/mycheckbox.cpp" line="32"/>
        <source>Add to flight animation</source>
        <translation>Aggiungi all&apos;animazione in volo</translation>
    </message>
    <message>
        <location filename="../qt/mycheckbox.cpp" line="33"/>
        <source>Add to keyframe animation</source>
        <translation>Aggiungi fotogramma chiave all&apos;animazione</translation>
    </message>
</context>
<context>
    <name>MyColorButton</name>
    <message>
        <location filename="../qt/mycolorbutton.cpp" line="55"/>
        <source>Reset to default</source>
        <translation>Resetta valori predefiniti</translation>
    </message>
    <message>
        <location filename="../qt/mycolorbutton.cpp" line="56"/>
        <source>Add to flight animation</source>
        <translation>Aggiungi all&apos;animazione in volo</translation>
    </message>
    <message>
        <location filename="../qt/mycolorbutton.cpp" line="57"/>
        <source>Add to keyframe animation</source>
        <translation>Aggiungi fotogramma chiave all&apos;animazione</translation>
    </message>
</context>
<context>
    <name>MyDoubleSpinBox</name>
    <message>
        <location filename="../qt/mydoublespinbox.cpp" line="32"/>
        <source>Reset to default</source>
        <translation>Resetta valori predefiniti</translation>
    </message>
    <message>
        <location filename="../qt/mydoublespinbox.cpp" line="33"/>
        <source>Add to flight animation</source>
        <translation>Aggiungi all&apos;animazione in volo</translation>
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    <message>
        <location filename="../qt/mydoublespinbox.cpp" line="34"/>
        <source>Add to keyframe animation</source>
        <translation>Aggiungi fotogramma chiave all&apos;animazione</translation>
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</context>
<context>
    <name>MyGroupBox</name>
    <message>
        <location filename="../qt/mygroupbox.cpp" line="43"/>
        <source>Reset to default</source>
        <translation>Resetta valori predefiniti</translation>
    </message>
    <message>
        <location filename="../qt/mygroupbox.cpp" line="44"/>
        <source>Add to flight animation</source>
        <translation>Aggiungi all&apos;animazione in volo</translation>
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    <message>
        <location filename="../qt/mygroupbox.cpp" line="45"/>
        <source>Add to keyframe animation</source>
        <translation>Aggiungi fotogramma chiave all&apos;animazione</translation>
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</context>
<context>
    <name>MyLineEdit</name>
    <message>
        <location filename="../qt/mylineedit.cpp" line="32"/>
        <source>Reset to default</source>
        <translation>Resetta valori predefiniti</translation>
    </message>
    <message>
        <location filename="../qt/mylineedit.cpp" line="33"/>
        <source>Add to flight animation</source>
        <translation>Aggiungi all&apos;animazione in volo</translation>
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    <message>
        <location filename="../qt/mylineedit.cpp" line="34"/>
        <source>Add to keyframe animation</source>
        <translation>Aggiungi fotogramma chiave all&apos;animazione</translation>
    </message>
</context>
<context>
    <name>MySpinBox</name>
    <message>
        <location filename="../qt/myspinbox.cpp" line="32"/>
        <source>Reset to default</source>
        <translation>Resetta valori predefiniti</translation>
    </message>
    <message>
        <location filename="../qt/myspinbox.cpp" line="33"/>
        <source>Add to flight animation</source>
        <translation>Aggiungi all&apos;animazione in volo</translation>
    </message>
    <message>
        <location filename="../qt/myspinbox.cpp" line="34"/>
        <source>Add to keyframe animation</source>
        <translation>Aggiungi fotogramma chiave all&apos;animazione</translation>
    </message>
</context>
<context>
    <name>MyTableWidgetAnim</name>
    <message>
        <location filename="../qt/my_table_widget_anim.cpp" line="59"/>
        <location filename="../qt/my_table_widget_anim.cpp" line="94"/>
        <source>Render this frame</source>
        <translation>Renderizza il fotogramma corrente</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_anim.cpp" line="65"/>
        <source>Interpolate next frames</source>
        <translation>Interpola il prossimo fotogramma</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_anim.cpp" line="95"/>
        <source>Delete all frames to here</source>
        <translation>Cancella tutti i fotogrammi da qui</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_anim.cpp" line="96"/>
        <source>Delete all frames from here</source>
        <translation>Cancella tutti i fotogrammi da qui</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_anim.cpp" line="132"/>
        <source>Remove &apos;%1&apos; from animation</source>
        <translation>Cancella &apos;%1&apos; dall&apos;animazione</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_anim.cpp" line="147"/>
        <source>Refresh all thumbnails</source>
        <translation>Aggiorna tutte le miniature</translation>
    </message>
</context>
<context>
    <name>MyTableWidgetKeyframes</name>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="59"/>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="95"/>
        <source>Render this keyframe</source>
        <translation>Renderizza il fotogramma corrente</translation>
    </message>
    <message>
        <source>Interpolate next frames</source>
        <translation type="vanished">Interpola il prossimo fotogramma</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="65"/>
        <source>Interpolate next keyframes</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="96"/>
        <source>Delete this keyframe</source>
        <translation>Cabcella il fotogramma chiave corrente</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="97"/>
        <source>Delete all keyframes to here</source>
        <translation>Cancella tutti i fotogrammi chiave da qui</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="98"/>
        <source>Delete all keyframes from here</source>
        <translation>Cancella tutti i fotogrammi chiave da qui</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="136"/>
        <source>Remove &apos;%1&apos; from animation</source>
        <translation>Cancella &apos;%1&apos; dall&apos;animazione</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="137"/>
        <source>Interpolation type</source>
        <translation>tipo interpolazione</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="138"/>
        <source>None</source>
        <translation>Nessuna interpolazione</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="139"/>
        <source>Linear</source>
        <translation>Lineare</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="140"/>
        <source>Linear angle</source>
        <translation>Angolo lineare</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="141"/>
        <source>CatMulRom</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="142"/>
        <source>CatMulRom angle</source>
        <translation>Angolo CatMulRom</translation>
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    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="143"/>
        <source>Akima</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="144"/>
        <source>Akima angle</source>
        <translation>Angolo Akima</translation>
    </message>
    <message>
        <location filename="../qt/my_table_widget_keyframes.cpp" line="210"/>
        <source>Refresh all thumbnails</source>
        <translation>Aggiorna tutte le miniature</translation>
    </message>
</context>
<context>
    <name>PreviewFileDialog</name>
    <message>
        <location filename="../src/preview_file_dialog.cpp" line="40"/>
        <source>Preview</source>
        <translation>Anteprima</translation>
    </message>
    <message>
        <location filename="../src/preview_file_dialog.cpp" line="57"/>
        <source>Add to presets</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/preview_file_dialog.cpp" line="60"/>
        <source>Add to queue</source>
        <translation type="unfinished"></translation>
    </message>
</context>
<context>
    <name>QObject</name>
    <message>
        <location filename="../src/animation_flight.cpp" line="121"/>
        <location filename="../src/animation_keyframes.cpp" line="202"/>
        <source>No frames to render</source>
        <translation>Nessun frame da renderizzare</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="143"/>
        <source>Are you sure to start recording of new animation?</source>
        <translation>Sei sicuro di voler avviare la registrazione di una nuova animazione?</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="144"/>
        <location filename="../src/animation_flight.cpp" line="605"/>
        <location filename="../src/animation_flight.cpp" line="900"/>
        <location filename="../src/animation_keyframes.cpp" line="487"/>
        <location filename="../src/animation_keyframes.cpp" line="777"/>
        <source>This will delete all images in the image folder.
Proceed?</source>
        <translation>Vuoi cancellare tutte le immagini presenti nella directory immagini?</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="160"/>
        <source>No frames recorded before. Unable to continue.</source>
        <translation>Nessun fotogramma registrato in precedenza. Impossibile continuare.</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="168"/>
        <location filename="../src/animation_flight.cpp" line="549"/>
        <location filename="../src/animation_keyframes.cpp" line="402"/>
        <source>Rendering engine is busy. Stop unfinished rendering before starting new one</source>
        <translation>Il motore di rendering è occupato. Interrompi la coda di rendering che non è terminata, prima di iniziarne una nuova</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="171"/>
        <source>Recordning flight path</source>
        <translation>Registrazione del percorso di volo</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="253"/>
        <location filename="../src/animation_flight.cpp" line="259"/>
        <source>Recording flight animation</source>
        <translation>Registrazione dell&apos;animazione in volo</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="603"/>
        <location filename="../src/animation_flight.cpp" line="899"/>
        <location filename="../src/animation_keyframes.cpp" line="485"/>
        <location filename="../src/animation_keyframes.cpp" line="776"/>
        <source>Truncate Image Folder</source>
        <translatorcomment>I am not sure about the meaning of &apos;truncate image folder&apos;, is it something like &apos;stop&apos;?</translatorcomment>
        <translation>Tronca la directory delle immagini</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="604"/>
        <location filename="../src/animation_keyframes.cpp" line="486"/>
        <source>The animation has already been rendered completely.
 Do you want to purge the output folder?
</source>
        <translation>L&apos;animazione è già stata renderizzata completamente.
Vuoi pulire la directory di output?</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="657"/>
        <source>Animation start</source>
        <translation>Inizio dell&apos;animazione</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="657"/>
        <location filename="../src/animation_keyframes.cpp" line="541"/>
        <location filename="../src/player_widget.cpp" line="167"/>
        <source>Frame %1 of %2</source>
        <translation>Fotogramma %1 di %2</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="688"/>
        <location filename="../src/animation_keyframes.cpp" line="580"/>
        <source>Animation finished</source>
        <translation>L&apos;animazione è terminata</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="692"/>
        <location filename="../src/animation_keyframes.cpp" line="584"/>
        <source>Rendering terminated</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="729"/>
        <location filename="../src/animation_keyframes.cpp" line="623"/>
        <source>Refreshing animation</source>
        <translation>Aggiornamento dell&apos;animazione</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="811"/>
        <location filename="../src/animation_keyframes.cpp" line="688"/>
        <source>Animation Image Folder</source>
        <translation>Directory delle immagini dell&apos;animazione</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="814"/>
        <location filename="../src/animation_keyframes.cpp" line="691"/>
        <source>Choose Animation Image Folder</source>
        <translation>Scegli directory dove salvare le immagini dell&apos;animazione</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="1054"/>
        <source>Export flight to keyframes</source>
        <translation>Esporta il volo in fotogrammi chiave</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="1055"/>
        <source>There are already captured keyframes present.
Discard current keyframes?</source>
        <translation>Sono già presenti fotogrammi chiave catturati.
Vuoi cancellare i fotogrammi chiave correnti?</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="145"/>
        <source>No keyframe selected</source>
        <translation>Nessun fotogramma chiave selezionato</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="461"/>
        <location filename="../src/animation_keyframes.cpp" line="1052"/>
        <source>Camera collides with fractal at folowing frames:
</source>
        <translation>La camera entra in conflitto con il frattale nei seguenti fotogrammi:</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="541"/>
        <source>Rendering animation</source>
        <translation>Rendering animazione</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="943"/>
        <source>Export keyframes to flight</source>
        <translation>Esporta i fotogrammi chiave verso traiettoria volo</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="944"/>
        <source>There are already captured flight frames present.
Discard current flight frames ?</source>
        <translation>Sono già presenti fotogrammi chiave catturati.
Vuoi cancellare i fotogrammi chiave correnti?</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="962"/>
        <source>Exporting</source>
        <translation>Esportazione in corso</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1008"/>
        <location filename="../src/animation_keyframes.cpp" line="1029"/>
        <source>Checking for collissions</source>
        <translation>Controllo conflitti</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1009"/>
        <source>Checking for collissions on keyframe # %1</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1105"/>
        <source>Cannot change target distance. Missing camera parameters in keyframes</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <source>Checking for collissions on keframe # %1</source>
        <translation type="vanished">Controllo presenza collisioni sul fotogramma chiave  # %1</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1029"/>
        <source>Checking for collisions finished</source>
        <translation>Controllo collisioni terminato</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1056"/>
        <source>No collisions detected
</source>
        <translation>Non è stata trovata nessuna collisione</translation>
    </message>
    <message>
        <location filename="../src/dof.cpp" line="57"/>
        <source>Rendering Depth Of Field effect</source>
        <translation>Rendering dell&apos;effetto Profondità di campo (DOF)</translation>
    </message>
    <message>
        <location filename="../src/dof.cpp" line="60"/>
        <source>Sorting zBuffer</source>
        <translation>Ordinamento zBuffer</translation>
    </message>
    <message>
        <location filename="../src/dof.cpp" line="65"/>
        <source>Randomizing zBuffer</source>
        <translation>Randomizzazione zBuffer</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="36"/>
        <source>Warning</source>
        <translation>Avvertimento</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="37"/>
        <source>Error</source>
        <translation>Errore</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="38"/>
        <source>Note</source>
        <translation>Nota</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="54"/>
        <source>Mandelbulber warning</source>
        <translation>Avvertimento Mandelbulber</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="59"/>
        <source>Mandelbulber error</source>
        <translation>Errore Mandelbulber</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="64"/>
        <source>Mandelbulber information</source>
        <translation>Informazione Mandelbulber</translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="76"/>
        <source>
Warning: </source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="81"/>
        <source>
Error: </source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/error_message.cpp" line="86"/>
        <source>
Note: </source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/files.cpp" line="973"/>
        <location filename="../src/files.cpp" line="999"/>
        <source>Can&apos;t save image to JPEG file!
</source>
        <translation>Impossibile salvare l&apos;immagine in un file JPEG!</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1057"/>
        <location filename="../src/interface.cpp" line="1962"/>
        <source>Can&apos;t open file </source>
        <translation>Impossibile aprire il file</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1057"/>
        <source> Fractal ui files can&apos;t be loaded</source>
        <translation>Interfacce utente dei frattali non possono essere caricate</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1098"/>
        <source>Cannot init renderJob, see log output for more information.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1818"/>
        <location filename="../src/interface.cpp" line="1840"/>
        <source>Reseting view</source>
        <translation>Ripristinare vista</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1818"/>
        <source>Fractal size calculation</source>
        <translation>Calcolo della dimensione del frattale</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1840"/>
        <source>Done</source>
        <translation>Terminato</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1902"/>
        <source>Set position of </source>
        <translation>Impostare la posizione di</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1906"/>
        <source>Delete </source>
        <translation>Cancella</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1962"/>
        <source> Primitive object ui file can&apos;t be loaded</source>
        <translation>I file delle interfacce utenti relative alle &apos;primitive oggetti&apos; non possono essere caricati</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2038"/>
        <source>No action</source>
        <translation>Nessuna azione</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2041"/>
        <source>Move the camera</source>
        <translation>Muovi la camera</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2044"/>
        <source>Set fog visibility</source>
        <translation>Imposta la visibilità nebbia</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2047"/>
        <source>Set DOF focus</source>
        <translation>Imposta la messa a fuoco della profondità di campo</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2050"/>
        <source>Get Julia constant</source>
        <translation>Ottieni la costante di Julia</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2053"/>
        <source>Place light #1</source>
        <translation>Inserisci la luce #1</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2056"/>
        <source>Place light #2</source>
        <translation>Inserisci la luce #2</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2059"/>
        <source>Place light #3</source>
        <translation>Inserisci la luce #3</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2062"/>
        <source>Place light #4</source>
        <translation>Inserisci la luce #4</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2070"/>
        <source>Place </source>
        <translation>Inserisci</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2154"/>
        <source>Application has not been closed properly
Do you want to recover your latest work?</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_window.cpp" line="1576"/>
        <source>Toolbar settings: </source>
        <translation>Impostazione barra strumenti:</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2099"/>
        <source>Are you sure to close the application?</source>
        <translation>Sei sicuro di voler chiudere l&apos;applicazione?</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2101"/>
        <source>Quit?</source>
        <translation>Uscire?</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2153"/>
        <source>Auto recovery</source>
        <translation>Auto salvataggio</translation>
    </message>
    <message>
        <source>Application haven&apos;t been closed properly
Do you want to recover your latest work?</source>
        <translation type="vanished">L&apos;applicazione non è stata chiusa correttamente
Vuoi recuperare l&apos;ultima sessione ?</translation>
    </message>
    <message>
        <location filename="../src/netrender.cpp" line="68"/>
        <source>NetRender - address already in use.

Is there already a mandelbulber server instance running on this port?</source>
        <translation>NetRender - indirizzo già in uso.

Esiste già un&apos;istanza del server Mandelbulber in esecuzione su questa porta?</translation>
    </message>
    <message>
        <location filename="../src/netrender.cpp" line="74"/>
        <source>NetRender - SetServer Error:

</source>
        <translation>NetRender - SetServer Errore:</translation>
    </message>
    <message>
        <location filename="../src/old_settings.cpp" line="58"/>
        <source>Can&apos;t import old settings
</source>
        <translation>Non è possibile importare le vecchie impostazioni
</translation>
    </message>
    <message>
        <location filename="../src/old_settings.cpp" line="58"/>
        <source>File with default values doesn&apos;t exist
</source>
        <translation>Non esistono file con valori di default
</translation>
    </message>
    <message>
        <location filename="../src/old_settings.cpp" line="1004"/>
        <source>Hybrid fractal can&apos;t be converted</source>
        <translation>Il frattale ibridizzato non può essere convertito</translation>
    </message>
    <message>
        <location filename="../src/player_widget.cpp" line="103"/>
        <source>No frames to play</source>
        <translation>Non ci sono fotogrammi da mandare in esecuzione</translation>
    </message>
    <message>
        <location filename="../src/progress_text.cpp" line="73"/>
        <source>Done %1%, elapsed: %2, estimated to end: %3</source>
        <translation>Fatto %1 %, trascorso: %2, stimato per finire : %3</translation>
    </message>
    <message>
        <location filename="../src/progress_text.cpp" line="80"/>
        <source>100% Done, total time: %3</source>
        <translation>100% Finito, tempo totale: %3</translation>
    </message>
    <message>
        <source>Rendering image in progress</source>
        <translation type="vanished">Renderizzazione immagine in corso</translation>
    </message>
    <message>
        <location filename="../src/render_image.cpp" line="148"/>
        <source>Rendering image</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_image.cpp" line="332"/>
        <location filename="../src/render_ssao.cpp" line="172"/>
        <source>Idle</source>
        <translation>Inattivo</translation>
    </message>
    <message>
        <location filename="../src/render_job.cpp" line="104"/>
        <location filename="../src/render_job.cpp" line="158"/>
        <source>Initialization</source>
        <translation>Inizializzazione</translation>
    </message>
    <message>
        <location filename="../src/render_job.cpp" line="104"/>
        <source>Setting up image buffers</source>
        <translation>Impostazione buffer per le immagini</translation>
    </message>
    <message>
        <location filename="../src/render_job.cpp" line="158"/>
        <source>Loading textures</source>
        <translation>Caricamento delle texture</translation>
    </message>
    <message>
        <location filename="../src/render_ssao.cpp" line="151"/>
        <source>Rendering SSAO effect in progress</source>
        <translation>Renderizzazione effetto SSAO in corso</translation>
    </message>
    <message>
        <location filename="../src/render_window.cpp" line="585"/>
        <source>Settings saved to clipboard</source>
        <translation>Impostazioni salvate negli appunti</translation>
    </message>
    <message>
        <location filename="../src/render_window.cpp" line="638"/>
        <source>Cannot load settings from clipboard!</source>
        <translation>Impossibile caricare le impostazione dagli appunti!</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="314"/>
        <source>It&apos;s not valid Mandelbulber settings file. No header</source>
        <translation>File impostazioni Mandelbulber non valido. Nessuna intestazione</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="319"/>
        <source>It&apos;s not valid Mandelbulber settings file. Wrong header</source>
        <translation>File impostazioni Mandelbulber non valido. Intestazione errata</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="325"/>
        <source>It&apos;s not valid Mandelbulber settings file. No information about version of file</source>
        <translation>File impostazioni Mandelbulber non valido. Nessuna informazione relativa alla versione del file</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="333"/>
        <source>It&apos;s not valid Mandelbulber settings file. Wrong file version number</source>
        <translation>File impostazioni Mandelbulber non valido. Numero versione file errato</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="336"/>
        <source>File was saved in newer version of Mandelbulber
File version: </source>
        <translation>ll file è stato salvato in una versione più recente di Mandelbulber
Versione File :</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="353"/>
        <source>It&apos;s not valid Mandelbulber settings file. Format not specified in the header</source>
        <translation>Impostazioni file Mandelbulber non valide. Formato non specificato nell&apos;intestazione</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="457"/>
        <source>Error in settings file. Line: </source>
        <translation>Errore nel file impostazioni. Linea: </translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="462"/>
        <source>Too many errors in settings file</source>
        <translation>Troppi errori nel file impostazioni</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="513"/>
        <source>Unknown parameter: </source>
        <translation>Parametro sconosciuto: </translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="583"/>
        <source>Missing column &apos;frame&apos; in list of animation frames</source>
        <translation>Manca colonna &apos; frame&apos; nella lista dei fotogrammi dell&apos;animazione</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="605"/>
        <source>Unknown parameter in animation frames: </source>
        <translation>Parametro sconosciuto presente nei fotogrammi dell&apos;animazione: </translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="611"/>
        <source>No valid list of parameters for animation frames</source>
        <translation>Nessun elenco di parametri valido per fotogrammi dell&apos;animazione</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="653"/>
        <source>Wrong number of interpolation columns</source>
        <translation>Numero errato di colonne di interpolazione</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="706"/>
        <source>Missing frame no </source>
        <translation>Numero fotogramma mancante</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="711"/>
        <source>Wrong number of columns</source>
        <translation>Errato numero di colonne</translation>
    </message>
    <message>
        <location filename="../src/texture.cpp" line="51"/>
        <source>Can&apos;t load texture!
</source>
        <translation>Impossibile caricare texture!</translation>
    </message>
    <message>
        <location filename="../src/texture.cpp" line="115"/>
        <source>Can&apos;t load texture from QByteArray!
</source>
        <translation>Impossibile caricare texture da QByteArray!</translation>
    </message>
    <message>
        <location filename="../src/undo.cpp" line="113"/>
        <source>No more undo</source>
        <translation>Non è più possibile annullare</translation>
    </message>
    <message>
        <location filename="../src/undo.cpp" line="141"/>
        <source>No more redo</source>
        <translation>Non è più possibile ripristinare</translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.cpp" line="91"/>
        <source>Are you sure to clear the thumbnail cache?</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.cpp" line="92"/>
        <source>There are currently %1 thumbnails cached. These will be deleted and rerendered when necessary.
 Clear now?</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="181"/>
        <source>Mandelbulber also accepts an arbitrary number of input files
These files can be of type:
.fract File - An ordinary fractal file
.fractlist File - A queue file, all entries inside the queue file will be added to the current queue
Folder - if the specified argument is a folder all .fract files inside the folder will be added to the queue
</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="204"/>
        <source>
List of fractal parameters:
</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="226"/>
        <source>Specified server port is invalid
</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="238"/>
        <source>NetRender - Waiting for clients
</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="255"/>
        <source>Specified client port is invalid
</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="276"/>
        <location filename="../src/command_line_interface.cpp" line="318"/>
        <location filename="../src/main.cpp" line="167"/>
        <source>Cannot init queue: </source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="302"/>
        <source>Cannot load file!
</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="385"/>
        <source>Specified resolution not valid
both dimensions need to be &gt; 0</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="393"/>
        <source>Specified resolution not valid
resolution has to be in the form WIDTHxHEIGHT</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="404"/>
        <source>Specified frames per key not valid
need to be &gt; 0</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="417"/>
        <source>Specified imageFileFormat is not valid
allowed formats are: </source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="437"/>
        <source>There are no flight animation frames in specified settings file</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="447"/>
        <source>You cannot render keyframe animation at the same time as flight animation</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="458"/>
        <source>There are no keyframes in specified settings file</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="476"/>
        <location filename="../src/command_line_interface.cpp" line="492"/>
        <location filename="../src/command_line_interface.cpp" line="519"/>
        <location filename="../src/command_line_interface.cpp" line="544"/>
        <source>Animation has only %1 frames</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="512"/>
        <location filename="../src/command_line_interface.cpp" line="537"/>
        <source>End frame has to be greater than start frame which is %1</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="562"/>
        <source>You have to specify a settings file, for this configuration!</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/queue.cpp" line="514"/>
        <source>No queue items to render</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_queue.cpp" line="91"/>
        <source>Queue Item %1 of %2</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_queue.cpp" line="137"/>
        <source>Queue Render</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/render_queue.cpp" line="138"/>
        <source>Queue Done</source>
        <translation type="unfinished"></translation>
    </message>
</context>
<context>
    <name>RenderWindow</name>
    <message>
        <location filename="../qt/render_window.ui" line="20"/>
        <source>Mandelbulber</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="114"/>
        <source>Zoom:</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="134"/>
        <source>Fit to window</source>
        <translation>Adatta alla finestra</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="139"/>
        <source>400%</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="144"/>
        <source>200%</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="149"/>
        <source>100%</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="154"/>
        <source>50%</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="159"/>
        <source>25%</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="164"/>
        <source>10%</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="185"/>
        <source>Show cursor</source>
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        <source>Field of view:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Type of perspective projection.&lt;/p&gt;&lt;p&gt;- Three-point perspective  projection, has two vanishing points on the horizon line and one on zenith or nadir&lt;/p&gt;&lt;p&gt;- Fish eye - simulates fish eye camera. &lt;span style=&quot; font-style:italic;&quot;&gt;Field of view&lt;/span&gt; = 1.0 corresponds to 180 degree&lt;/p&gt;&lt;p&gt;- Equirectangular - is dedicated to render 360 degree panoramas. Image proportion should be set to 2:1 and &lt;span style=&quot; font-style:italic;&quot;&gt;Field of view&lt;/span&gt; = 1.0&lt;/p&gt;&lt;p&gt;- Fulldome - is dedicated to render images for displaying in fulldome.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;For compatibility of coordinate system with old Mandelbulber v. 1.21 .fract files&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Move camera and target</source>
        <translation>Muovi camera e bersaglio</translation>
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    <message>
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        <source>Move camera</source>
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    <message>
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        <source>Move target</source>
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        <location filename="../qt/render_window.ui" line="1969"/>
        <source>Camera distance
to target:</source>
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        <location filename="../qt/render_window.ui" line="1983"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controls distance between camera and target&lt;/p&gt;&lt;p&gt;In&lt;span style=&quot; font-style:italic;&quot;&gt; Move camera and target&lt;/span&gt; and &lt;span style=&quot; font-style:italic;&quot;&gt;Move camera&lt;/span&gt; modes it moves camera closer/further from target.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controlla la distanza tra camera e bersaglio&lt;/p&gt;&lt;p&gt;Tramite&lt;span style=&quot; font-style:italic;&quot;&gt; Muovi camera e bersaglio&lt;/span&gt; e tramite la modalità &lt;span style=&quot; font-style:italic;&quot;&gt;Muovi camera&lt;/span&gt;sposta la camera più vicino/lontano dal bersaglio.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target to the right by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Muove la camera o il bersaglio a destra di una distanza impostata tramite il parametro &lt;span style=&quot; font-style:italic;&quot;&gt;passo&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target to the left by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Muove la camera o il bersaglio a sinistra di una distanza impostata tramite il parametro &lt;span style=&quot; font-style:italic;&quot;&gt;passo&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="2107"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target up by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Muove la camera o il bersaglio in alto di una distanza impostata tramite il parametro &lt;span style=&quot; font-style:italic;&quot;&gt;passo&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="2151"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target forward by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Muove la camera o il bersaglio in avanti di una distanza impostata tramite il parametro &lt;span style=&quot; font-style:italic;&quot;&gt;passo&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="2183"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target backwards by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Muove la camera o il bersaglio indietro di una distanza impostata tramite il parametro &lt;span style=&quot; font-style:italic;&quot;&gt;passo&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="2215"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Moves the camera or the target down by distance set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Muove la camera o il bersaglio in basso di una distanza impostata tramite il parametro &lt;span style=&quot; font-style:italic;&quot;&gt;passo&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <source>step:</source>
        <translation>passi:</translation>
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    <message>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Step for camera or target movement.&lt;/p&gt;&lt;p&gt;It can be relative or absolute step.&lt;/p&gt;&lt;p&gt;If it is set relative then movement distance equals &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; multiplied by actual distance to the fractal surface.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Passo per impostare il movimento dela camera o del bersaglio.&lt;/p&gt;&lt;p&gt;Può essere passo relativo o assoluto.&lt;/p&gt;&lt;p&gt;Se viene impostato come relativo, allora la distanza del movimento equivale al &lt;span style=&quot; font-style:italic;&quot;&gt;passo&lt;/span&gt; moltiplicata per la distanza effettiva dalla superficie frattale.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="2322"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection for movement step calculation.&lt;/p&gt;&lt;p&gt;If it is set relative then movement distance equals  &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; multiplied by actual distance to fractal surface. This is the preferred mode.&lt;/p&gt;&lt;p&gt;If it is set absolute then movement equals step set by &lt;span style=&quot; font-style:italic;&quot;&gt;step&lt;/span&gt; parameter. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>&quot;equals step&quot; is missing an article?</translatorcomment>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Seleziona il tipo movimento per il calcolo dei passi.&lt;/p&gt;&lt;p&gt;Se viene impostato come relativo, allora la distanza del movimento equivale al &lt;span style=&quot; font-style:italic;&quot;&gt;passo&lt;/span&gt; moltiplicata per la distanza effettiva dalla superficie frattale. Questa è la modalità preferita.&lt;/p&gt;&lt;p&gt;Se è impostato come assoluto, allora il movimento è uguale all&apos;impostzione del parametro&lt;span style=&quot; font-style:italic;&quot;&gt;passo.&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <source>Relative step mode</source>
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    <message>
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        <source>Absolute step mode</source>
        <translation>Modalità passo assoluto</translation>
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    <message>
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        <source>Camera rotation:</source>
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    <message>
        <location filename="../qt/render_window.ui" line="2485"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Roll right&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;rotllio a destra&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="2600"/>
        <source>rotation step:</source>
        <translation>Passi rotazione:</translation>
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        <source>Rotate camera</source>
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        <source>Rotate around target</source>
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    <message>
        <location filename="../qt/render_window.ui" line="2675"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection for rotation modes&lt;/p&gt;&lt;p&gt;Fixed roll angle - rotates camera using world axes. This mode does not change the roll angle but can be difficult to predict when camera is upside down or almost in vertical orientation.&lt;/p&gt;&lt;p&gt;Straight rotation - rotates camera using actual camera axes. This mode rotates camera in a more intuitive way.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selezione per le modalità di rotazione&lt;/p&gt;&lt;p&gt;Angolo di rollio fisso - ruota la camera utilizzando gli assi del mondo. Questa modalità non cambia l&apos;angolo di rollio, ma può essere difficile prevedere quando la camera è capovolta o quasi in posizione verticale.&lt;/p&gt;&lt;p&gt;Rotazione dritta - ruota la camera utilizzando gli assi della camera. Questa modalità di funzionamento ruota la camera in un modo più intuitivo.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="2679"/>
        <source>Fixed roll angle</source>
        <translation>Angolo di rollio fisso</translation>
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    <message>
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        <translatorcomment>&quot;staight&quot; maybe should be straight&quot;</translatorcomment>
        <translation type="vanished">Rotazione dritta</translation>
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    <message>
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        <source>yaw:</source>
        <translation>imbardata:</translation>
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        <source>pitch:</source>
        <translation>beccheggio:</translation>
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        <source>roll:</source>
        <translation>rollio:</translation>
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        <source>Mouse click function:</source>
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        <source>toolBar</source>
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        <source>Effects</source>
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    <message>
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        <source>Ambient occlusion:</source>
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        <source>Reflection:</source>
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        <source>Specularity:</source>
        <translation>Specularità:</translation>
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        <source>Shading:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of fractal interior&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore interno del frattale&lt;/p&gt;&lt;p&gt;Per applicare questo effetto, attiva le riflessioni ray-tracing nella scheda &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of light reflection effect&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab or environment mapping&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensità degli effetti di riflessione della luce&lt;/p&gt;&lt;p&gt;Per applicare questo effetto, attivare le riflessioni ray-tracing nella scheda&lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; o nella scheda mappature ambientali (environment mapping)&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;angle of incidence effects intensity&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;shading 0.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;shading 1.0 &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shading 0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shading 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>not sure</translatorcomment>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;intensità effetto angolo incidenza&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;shading 0.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;shading 1.0 &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shading 0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shading 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&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;Transparency of fractal surface&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Transparenza della superficie del frattale.&lt;/p&gt;&lt;p&gt;Per applicare questo effetto, abilita le riflessioni ray-tracing nella scheda &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Transparency of fractal interior.&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Transparenza dell&apos;interno del frattale.&lt;/p&gt;&lt;p&gt;Per applicare questo effetto, abilita le riflessioni ray-tracing nella scheda &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="3304"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Index of refraction of fractal object&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab&lt;/p&gt;&lt;p&gt;Example values: vacuum 1.0; glass.1.5; water 1.35; diamond 2.41&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Indice di rifrazione dell&apos;oggetto frattale&lt;/p&gt;&lt;p&gt;Per applicare questo effetto, abilita le riflessioni ray-tracing nella scheda &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Valori d&apos;esempio: vuoto 1.0; vetro.1.5; acqua 1.35; diamante 2.41&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;If enabled the reflectance is calculated from Fresnel&apos;s equations. In other words reflectance depends on angle of incidence of ray.&lt;/p&gt;&lt;p&gt;To apply this effect, enable ray-traced reflections in &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing&lt;/span&gt; tab&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Se abilitata la riflettanza è calcolata dalle equazioni di Fresnel. In altre parole la riflettanza dipende dall&apos;angolo di incidenza del raggio.&lt;/p&gt;&lt;p&gt;Per applicare questo effetto, abilita le riflessioni ray-tracing nella scheda &lt;span style=&quot; font-style:italic;&quot;&gt;Raytracing.&lt;/span&gt;&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;Settings for scattered light effect&lt;/p&gt;&lt;p&gt;Types of ambient occlusion effect:&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Screen Space Ambient Occlusion (SSAO)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Multiple rays&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Fast&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion high quality.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion fast mode.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;SSAO - relatively fast post-effect based on z-Buffer&lt;/p&gt;&lt;p&gt;Multiple rays - based on calculation of rays in different directions. It uses texture to create colored light map. This effect slows down rendering.&lt;/p&gt;&lt;p&gt;Fast - simple and fast method to calculate scattered light effect. This the least accurate effect.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Impostazioni per l&apos;effetto di luce diffusa&lt;/p&gt;&lt;p&gt;Tipi di occlusione ambientale:&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Occlusione ambientale spaziale (Screen Space Ambient Occlusion SSAO)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Raggi multipi&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Fast&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion high quality.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion fast mode.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;SSAO - post-effetto relativamente veloce basato sul  z-Buffer&lt;/p&gt;&lt;p&gt;Raggi multipli - basato sul calcolo dei raggi in diverse posizioni. Usa texture per creare mappe luce colorate.Questo effetto rallenta il rendering.&lt;/p&gt;&lt;p&gt;Veloce - metodo veloce e semplice per calcolare l&apos;effetto luce diffusa. Questo effetto è il meno preciso.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Ambient occlusion</source>
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        <source>Fast AO tune:</source>
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        <source>Quality:</source>
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        <source>Type:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Quality of ambient occlusion effect. Higher quality increases rendering time.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Qualità dell&apos;effetto occlusione ambientale (Ambient Occlusion). Una qualità maggiore incrementa il tempo di rendering.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Fast</source>
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        <source>Multiple rays with light map</source>
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        <source>Screen space</source>
        <translation></translation>
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    <message>
        <location filename="../qt/render_window.ui" line="3610"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;File-path to light map image. For ambient occlusion effect based on multiple rays&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Percordo directory per le immagini mappatura luce. Per l&apos;effetto di occlusione ambiente basato su raggi multipli&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <source>Light map texture:</source>
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        <source>Color speed:</source>
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        <source>Random seed:</source>
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        <source>Saturation:</source>
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    <message>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Cyclic palette of colors which is used to color fractal surface.&lt;/p&gt;&lt;p&gt;To edit palette click on chosen color.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Palette dei colori ciclica usata per colorare la superficie del frattale.&lt;/p&gt;&lt;p&gt;Per editare la palette fare click sul colore scelto.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Grab colors from image...</source>
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        <source>Palette size:</source>
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    <message>
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        <source>Palette:
(click to edit)</source>
        <translation>Tavolozza:
(clicca per editare)</translation>
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        <source>Palette offset:</source>
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    <message>
        <location filename="../qt/render_window.ui" line="3992"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Generate palette from  random seed.&lt;/p&gt;&lt;p&gt;This applies changes to palette size and color saturation.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Genera tavolozza da seme casuale.&lt;/p&gt;&lt;p&gt;Questo modifica le dimensioni tavolozza e la saturazione del colore.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Generate new random palette</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Environment mapping is an image-based lighting technique for approximating the appearance of a reflective surface by means of a precomputed texture image. The texture is used to store the image of the distant environment surrounding the rendered object.&lt;/p&gt;&lt;p&gt;To adjust effect intensity use &lt;span style=&quot; font-style:italic;&quot;&gt;reflection&lt;/span&gt; slider&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;La mappatura ambientale(Environment mapping) è una tecnica di illuminazione basata su immagini per approssimare l&apos;aspetto di una superficie riflettente per mezzo di una immagine di texture precalcolata. La texture è utilizzata per memorizzare l&apos;immagine dell&apos;ambiente lontano che circonda l&apos;oggetto renderizzato.&lt;/p&gt;&lt;p&gt;Per regolare l&apos;intensità dell&apos; effetto usare lo slider&lt;span style=&quot; font-style:italic;&quot;&gt;riflessione&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Environment mappring</source>
        <translatorcomment>&quot;mappring&quot; should be &quot;mapping&quot;</translatorcomment>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;File-path to reflection map image .&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Directory file per l&apos;immagine mappa riflessioni.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Texture path:</source>
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        <source>Ray-tracing</source>
        <translation></translation>
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        <location filename="../qt/render_window.ui" line="4175"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Activate calculation of ray-traced reflections and transparency. Reflectance can be set by &lt;span style=&quot; font-style:italic;&quot;&gt;Material/Reflection. &lt;/span&gt;Transparency settings are in the same tab as reflection.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Attiva calcolo delle riflessioni ray tracing e la trasparenza . La riflettanza può essere impostata da &lt;span style=&quot; font-style:italic;&quot;&gt;Materiale/Riflessione. &lt;/span&gt;le impostazioni di trasparenza sono nella stessa scheda della riflessione.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&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;Maximum number of ray bounces which are calculated for a given pixel.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;
&lt; html &gt; &lt;head / &gt; &lt;body &gt; &lt; p &gt; Numero massimo di rimbalzi dei raggi che sono calcolati per un dato pixel.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Reflections depth:</source>
        <translation>Profondità riflessioni:</translation>
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    <message>
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        <source>Depth of field</source>
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        <source>Focus distance:</source>
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        <source>Radius:</source>
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        <source>Update image</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Setting of focus distance by mouse pointer. &lt;/p&gt;&lt;p&gt;Click on this button and then point the object on image which you want to appear in focus.&lt;/p&gt;&lt;p&gt;After using it don&apos;t forget to change &lt;span style=&quot; font-style:italic;&quot;&gt;Navigation&lt;/span&gt; / &lt;span style=&quot; font-style:italic;&quot;&gt;Mouse click function&lt;/span&gt; to continue work with the camera.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Impostazione della distanza di messa a fuoco tramite puntatore del mouse.&lt;/p&gt;&lt;p&gt;Fare clic su questo pulsante e poi puntare l&apos;oggetto sull&apos;immagine che si desidera mettere a fuoco.&lt;/p&gt;&lt;p&gt;Dopo l&apos;uso non dimenticate di cambiare &lt;span style=&quot; font-style:italic;&quot;&gt;Navigazione&lt;/span&gt; / &lt;span style=&quot; font-style:italic;&quot;&gt;Funzione di clic del mouse&lt;/span&gt; per continuare a lavorare con la camera.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translatorcomment>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Setting of focus distance by mouse pointer. &lt;/p&gt;&lt;p&gt;Click on this button and then point the object on image which you want to appear in focus.&lt;/p&gt;&lt;p&gt;After using it don&apos;t forget to change &lt;span style=&quot; font-style:italic;&quot;&gt;Navigation&lt;/span&gt; / &lt;span style=&quot; font-style:italic;&quot;&gt;Mouse click function&lt;/span&gt; to continue work with the camera.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Set focus distance by mouse</source>
        <translation>Impostare la distanza di messa a fuoco con il mouse</translation>
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        <source>Volumetric</source>
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        <source>Basic fog</source>
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        <source>Color:</source>
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        <source>PushButton</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Force image proportion&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Forcza proporzione immagine&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>×2</source>
        <translation type="unfinished"></translation>
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        <source>÷2</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Presets for rendered image size&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Dimensioni predefinite per l&apos;immagine renderizzata&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/render_window.ui" line="764"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Adjustments for image colors. Can be changed after rendering&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Regolazioni per i colori delle immagini. Può essere cambiato dopo il rendering&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="799"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Contrast of image&lt;/p&gt;&lt;p&gt;Use &lt;span style=&quot; font-style:italic;&quot;&gt;apply changes&lt;/span&gt; button to update image&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Contrasto immagine.&lt;/p&gt;&lt;p&gt;Usare il bottone &lt;span style=&quot; font-style:italic;&quot;&gt;applicare le modifiche&lt;/span&gt; per aggiornare l&apos;immagine&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="827"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Gamma of image&lt;/p&gt;&lt;p&gt;Use &lt;span style=&quot; font-style:italic;&quot;&gt;apply changes&lt;/span&gt; button to update image&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Gamma immagine&lt;/p&gt;&lt;p&gt;&lt;p&gt;Usare il bottone &lt;span style=&quot; font-style:italic;&quot;&gt;applicare le modifiche&lt;/span&gt; per aggiornare l&apos;immagine&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="862"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Brightness of image&lt;/p&gt;&lt;p&gt;Use &lt;span style=&quot; font-style:italic;&quot;&gt;apply changes&lt;/span&gt; button to update image&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Luminosità immagine&lt;/p&gt;&lt;p&gt;&lt;p&gt;Usare il bottone &lt;span style=&quot; font-style:italic;&quot;&gt;applicare le modifiche&lt;/span&gt; per aggiornare l&apos;immagine&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/render_window.ui" line="961"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Apply changes of image colors&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Applicare modifiche ai colori dell&apos;immagine&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/render_window.ui" line="1014"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Field of view of camera. Higher value gives wider view.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Campo visivo della camera . Valori più alti danno una vista più ampia.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Gamepad activate</source>
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        <source>Gamepad device:</source>
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        <source>no device attached</source>
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        <source>movement velocity</source>
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        <source>angle velocity</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Start rendering of image based on actual settings&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Inizia il rendering dell&apos;immagine basandoti sulle impostazioni correnti&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;Terminate rendering&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Termina il rendering&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="1654"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;These parameters and gauges controls position of camera and point where the camera is looking at (target)&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/Camera target.png&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questi parametri e indicatori controllano la camera e il punto in cui la camera sta guardando (il bersaglio)&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/Camera target.png&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="1678"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Coordinates of camera&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Coordinate della camera&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="1796"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Coordinates of target&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Coordinate del bersaglio&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Set camera far from the fractal. It keeps actual camera angle.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Imposta la camera lontana dal frattale. Mantiene l&apos;angolazione attuale .&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="2342"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controls for camera rotation in three different axes&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/Yaw_Pich_Roll.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;image source: &amp;quot;&lt;a href=&quot;http://commons.wikimedia.org/wiki/File:Yaw_Axis_Corrected.svg#/media/File:Yaw_Axis_Corrected.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Yaw Axis Corrected&lt;/span&gt;&lt;/a&gt;&amp;quot; by &lt;a href=&quot;//commons.wikimedia.org/wiki/File:Yaw_Axis.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Yaw_Axis.svg&lt;/span&gt;&lt;/a&gt;: &lt;a href=&quot;//commons.wikimedia.org/wiki/User:Auawise&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Auawise&lt;/span&gt;&lt;/a&gt;derivative work: &lt;a href=&quot;//commons.wikimedia.org/w/index.php?title=User:Jrvz&amp;amp;action=edit&amp;amp;redlink=1&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Jrvz&lt;/span&gt;&lt;/a&gt; (&lt;a href=&quot;//commons.wikimedia.org/w/index.php?title=User_talk:Jrvz&amp;amp;action=edit&amp;amp;redlink=1&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;talk&lt;/span&gt;&lt;/a&gt;) - &lt;a href=&quot;//commons.wikimedia.org/wiki/File:Yaw_Axis.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Yaw_Axis.svg&lt;/span&gt;&lt;/a&gt;. Licensed under &lt;a href=&quot;http://creativecommons.org/licenses/by-sa/3.0&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;CC BY-SA 3.0&lt;/span&gt;&lt;/a&gt; via &lt;a href=&quot;//commons.wikimedia.org/wiki/&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Wikimedia Commons&lt;/span&gt;&lt;/a&gt;.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt; I comandi per la rotazione della camera su tre assi differenti&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/Yaw_Pich_Roll.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;fonte immagine: &amp;quot;&lt;a href=&quot;http://commons.wikimedia.org/wiki/File:Yaw_Axis_Corrected.svg#/media/File:Yaw_Axis_Corrected.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Asse imbardata corretta&lt;/span&gt;&lt;/a&gt;&amp;quot; da &lt;a href=&quot;//commons.wikimedia.org/wiki/File:Yaw_Axis.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Yaw_Axis.svg&lt;/span&gt;&lt;/a&gt;: &lt;a href=&quot;//commons.wikimedia.org/wiki/User:Auawise&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Auawise&lt;/span&gt;&lt;/a&gt;derivative work: &lt;a href=&quot;//commons.wikimedia.org/w/index.php?title=User:Jrvz&amp;amp;action=edit&amp;amp;redlink=1&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Jrvz&lt;/span&gt;&lt;/a&gt; (&lt;a href=&quot;//commons.wikimedia.org/w/index.php?title=User_talk:Jrvz&amp;amp;action=edit&amp;amp;redlink=1&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;talk&lt;/span&gt;&lt;/a&gt;) - &lt;a href=&quot;//commons.wikimedia.org/wiki/File:Yaw_Axis.svg&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Yaw_Axis.svg&lt;/span&gt;&lt;/a&gt;. Licensed under &lt;a href=&quot;http://creativecommons.org/licenses/by-sa/3.0&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;CC BY-SA 3.0&lt;/span&gt;&lt;/a&gt; via &lt;a href=&quot;//commons.wikimedia.org/wiki/&quot;&gt;&lt;span style=&quot; text-decoration: underline; color:#ae6326;&quot;&gt;Wikimedia Commons&lt;/span&gt;&lt;/a&gt;.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="2383"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Yaw left&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Imbardata sinistra&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="2421"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pitch up&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Beccheggio su&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="2453"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Yaw right&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Imbardata a destra&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="2517"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Roll left&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rollio a destra&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="2549"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pitch down&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Beccheggio in basso&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="2613"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Step of rotation in degrees&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotazione in gradi&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="2652"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Modes of camera rotation&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Rotate camera&lt;/span&gt; - rotates the camera by moving the target around the camera&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/rotate target around camera.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;Rotate around target - rotates the camera by moving camera around the target&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/rotate camera around target.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Modalità di rotazione della camera&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Ruota camera&lt;/span&gt; - ruota la camera ruotando il bersaglio attorno alla camera&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/rotate target around camera.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;Ruota attorno al bersaglio - rruota la camera ruotando la camera attorno al bersaglio&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/rotate camera around target.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="2684"/>
        <source>Straight rotation</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="2740"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotation of camera around yaw axis (left &amp;lt;-&amp;gt; right)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotazione della camera attorno all&apos;asse imbardata (sinistra &amp;lt;-&amp;gt; destra)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translatorcomment>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotation of camera around yaw axis (left &amp;lt;-&amp;gt; right)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="2760"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotation of camera around pitch axis (up &amp;lt;-&amp;gt; down)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotazione della camera attorno all&apos;asse beccheggio axis (in alto &amp;lt;-&amp;gt; in basso)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="2780"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotation of camera around roll axis (rotates image left &amp;lt;-&amp;gt; right)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotazione della camera attorno all&apos;asse rollio (uota immagine a sinistra &amp;lt;-&amp;gt; a destra)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="2909"/>
        <source>Material</source>
        <translation>Materiale</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="2965"/>
        <source>Color of volume:</source>
        <translation>Colore volume:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="3007"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of scattered light&lt;/p&gt;&lt;p&gt;example of effect:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg&quot;/&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;intensità luce diffusa&lt;/p&gt;&lt;p&gt;esempio dell&apos;effetto:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - ambient occlusion 1.0.jpg&quot;/&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="3143"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;specularity effect&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;specularity 0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;specularity 5 &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - specularity 0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - specularity 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;effetto specularità&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;specularità 0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;specularità 5 &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - specularity 0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - specularity 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="3217"/>
        <source>Transparency of volume:</source>
        <translation>Trasparenza volume:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="3224"/>
        <source>Transparency of surface:</source>
        <translation>Trasparenza superficie:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="3259"/>
        <source>Index of refraction:</source>
        <translation>Idice di rifrazione:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="3360"/>
        <source>Fresnel&apos;s equations for reflectance</source>
        <translation>Le equazioni di Fresnel per riflettanza</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="3488"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection of method to calculate ambient occlusion effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selezione metodo di calcolo dell&apos;effetto occlusione ambiente (Ambient Occlusion)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="3516"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter controls brightness of fast ambient occlusion effect.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo parametro controlla la luminosità dell&apos;effetto occlusione ambientale veloce.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="3549"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables random directions of ray vectors&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="3552"/>
        <source>SSAO random mode</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="3645"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Coloring of fractal surface&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colorazione della superficie del frattale&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="3648"/>
        <source>Surface color</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="3690"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Random seed for palette generator&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Seme casuale per la generazione della tavolozza&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="3720"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Saturation of colors in random color palette &lt;/p&gt;&lt;p&gt;To apply changes of saturation, click on &lt;span style=&quot; font-style:italic;&quot;&gt;Generate new random palette&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Saturazione colori tavolozza colori casuale. &lt;/p&gt;&lt;p&gt;Per modificare fare click su &lt;span style=&quot; font-style:italic;&quot;&gt;Genera nuova tavolozza casuale&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="3770"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color palette speed sets frequency of color changing&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;speed 0.3&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;speed 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;speed 5.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colour speed 0.3.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colouring enabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colour speed 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;La velocità della tavolozza colore imposta la frequenza del cambio del colore&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;velocità 0.3&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;velocità 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;velocità 5.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colour speed 0.3.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colouring enabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - colour speed 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="3807"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Grab color palette from selected picture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Cattura la tavolozza colore dall&apos;immagine selezionata&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="3907"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Number of colors used in color palette.&lt;/p&gt;&lt;p&gt;To apply changes of palette size, click on &lt;span style=&quot; font-style:italic;&quot;&gt;Generate new random palette&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Numero dei colori usati nella tavolozza colori.&lt;/p&gt;&lt;p&gt;Per applicare le modifiche della dimensione della tavolozza, cliccare su &lt;span style=&quot; font-style:italic;&quot;&gt;Genera una nuova tavolozza casuale&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="3955"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Shift of color palette&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Cambiamento tavolozza colori&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4008"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Generate new random seed and palette&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Genera un nuovo seme casuale e tavolozza&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4178"/>
        <source>Ray-traced reflections and transparency</source>
        <translation>Riflessioni ray-tracing e trasparenza</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4257"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Depth of field is the effect in which objects within some range of distances in a scene appear in focus, and objects nearer or farther than this range appear out of focus.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;La profondità di campo (Depth of field) è l&apos;effetto per cui gli oggetti all&apos;interno di un certo spazio di distanza in una scena appaiono a fuoco, mentre gli oggetti più vicini o più lontani appaiono fuori fuoco.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4334"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;It&apos;s the distance where objects appear in focus.&lt;/p&gt;&lt;p&gt;Distance can be set bu using button &lt;span style=&quot; font-style:italic;&quot;&gt;Set focus distance by mouse&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;low focus distance&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;high focus distance&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - focus close.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - focus far.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>&quot;bu&quot; to be removed</translatorcomment>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;È la distanza dove gli oggetti appaiono a fuoco.&lt;/p&gt;&lt;p&gt;La distanza può essere impostata tramite il bottone &lt;span style=&quot; font-style:italic;&quot;&gt;Imposta distanza fuoco con mouse&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;distanza messa a fuoco bassa&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;distanza messa a fuoco alta&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - focus close.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - focus far.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4369"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of DOF effect (average radius of blur)&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;radius = 10&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;radius = 50&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - radius 10.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - radius 50.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;IL&apos;intensità dell&apos;effetto DOF ( raggio medio di sfocatura )&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;radius = 10&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;raggio = 50&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - radius 10.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DOF - radius 50.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4405"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Update image after changes of DOF settings. Can be updated even after image rendering.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Aggiorna immagine dopo le modifiche delle impostazioni DOF. Può essere aggiornata anche dopo il rendering delle immagini.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4503"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables fog effect. Density of fog is constant over entire space.&lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - fog.jpeg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita effetto nebbia. La densità della nebbia è costante su tutto lo spazio.&lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - fog.jpeg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4560"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Visibility distance of fog. Visibility can be set by using &apos;&lt;span style=&quot; font-style:italic;&quot;&gt;Set visibility distance by mouse&apos;&lt;/span&gt; button&lt;/p&gt;&lt;p&gt;Lower value gives denser fog,&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>is correct at the end using the comma?</translatorcomment>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Distanza di visibilità della nebbia. La visibilità può essere impostata utilizzando il bottone &apos;&lt;span style=&quot; font-style:italic;&quot;&gt;Imposta distanza di visibilità con il mouse&apos;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Valori più bassi danno nebbia più densa&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4577"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of fog effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color e dell&apos;effetto nebbia&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4587"/>
        <source>Visibility distance:</source>
        <translation>Distanza di visibilità:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4602"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Sets visibility distance using mouse pointer. Point the object which should be the fathrthest visible.&lt;/p&gt;&lt;p&gt;After using it don&apos;t forget to chage &lt;span style=&quot; font-style:italic;&quot;&gt;Navigation&lt;/span&gt; / &lt;span style=&quot; font-style:italic;&quot;&gt;Mouse click function&lt;/span&gt; to continue work with the camera.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>&quot;fathrthest&quot; wrongly written, should be &quot;farthest&quot;</translatorcomment>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Imposta distanza di visibilità utilizzando il puntatore del mouse. Puntare l&apos;oggetto che dovrebbe essere il più lontano visibile.&lt;/p&gt;&lt;p&gt;Dopo l&apos;uso non dimenticare di cambiare &lt;span style=&quot; font-style:italic;&quot;&gt;Navigazione&lt;/span&gt; / &lt;span style=&quot; font-style:italic;&quot;&gt;funzione di clic del mouse&lt;/span&gt; per continuare il lavoro con la camera.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4605"/>
        <source>Set visibility distance by mouse</source>
        <translation>Impostare la distanza di visibilità con il mouse</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4615"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Glow effect based on ray-marching step count&lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - glow.jpeg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>Not sure about the translation of &quot;ray-marching step count&quot;</translatorcomment>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Effetto bagliore in base al conteggio dei passi di ray-marching&lt;/p&gt;&lt;p&gt;Esempio:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - glow.jpeg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4618"/>
        <source>Glow</source>
        <translation>Bagliore</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4647"/>
        <location filename="../qt/render_window.ui" line="4973"/>
        <location filename="../qt/render_window.ui" line="5180"/>
        <location filename="../qt/render_window.ui" line="5386"/>
        <source>Color #1:</source>
        <translation>Colore #1:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4654"/>
        <location filename="../qt/render_window.ui" line="4891"/>
        <location filename="../qt/render_window.ui" line="5055"/>
        <location filename="../qt/render_window.ui" line="5379"/>
        <source>Color #2:</source>
        <translation>Colore #2:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4661"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of bright areas&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore delle aree luminose&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4690"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of dark areas&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore delle aree scure&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4700"/>
        <location filename="../qt/render_window.ui" line="5769"/>
        <location filename="../qt/render_window.ui" line="6242"/>
        <location filename="../qt/render_window.ui" line="6428"/>
        <location filename="../qt/render_window.ui" line="6614"/>
        <location filename="../qt/render_window.ui" line="6800"/>
        <location filename="../qt/render_window.ui" line="7489"/>
        <source>Intensity:</source>
        <translation>Intensità:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4713"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensità dell&apos;effetto&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4725"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Fog where density depends on distance from fractal surface.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Example of high values of distance&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Examples of low values of distance &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - distance glow.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - distance glow 2.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Nebbia dove la densità dipende dalla distanza dalla superficie frattale&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Esempio di valori elevati di distanza&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Esempio di valori bassi di distanza.&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - distance glow.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - distance glow 2.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4728"/>
        <source>Fog based on distance</source>
        <translation>Nebbia basata su distanza</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4763"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Density of fog. Higher value gives denser fog. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Densità della nebbia. Un valore più alto dà nebbia più densa. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4770"/>
        <source>Fog distance factor:</source>
        <translation>Fattore distanza nebbia:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4777"/>
        <source>Distance of color #2:</source>
        <translation>Distanza colore #2:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4784"/>
        <source>Distance of color #1:</source>
        <translation>Distanza colore #1:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4816"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum distance from fractal surface where color #2 is used and minimum where color #3  is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>English sentence sounds strange to me</translatorcomment>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;La distanza massima dalla superficie del frattale che utilizzano il colore #2 e che minimo utilizzano il colore #3.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4823"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of fog which is used from fractal surface to distance #1&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore della nebbia che viene utilizzato per la distanza dalla superficie frattale #1&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4858"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maximum distance from fractal surface where color #1 is used&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;La distanza massima dalla superficie frattale in cui viene utilizzato il colore #1&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4884"/>
        <source>Density:</source>
        <translation>Densità:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4898"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of fog which is used between distance #1  and distance #2&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore della nebbia che viene utilizzato tra la distanza #1 e la distanza #2&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4908"/>
        <location filename="../qt/render_window.ui" line="5241"/>
        <location filename="../qt/render_window.ui" line="5403"/>
        <source>Color #3:</source>
        <translation>Colore #3:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4915"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of fog which is used farther than distance #2&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore di nebbia che viene utilizzato a distanza maggiore di #2&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4931"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Adjusts density of fog to distance from fractal surface. Higher value givers fog which reaches further from fractal surface.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>Strange to me the part that goes &quot;Adjusts density of fog to distance from fractal surface.&quot; Typo on &quot;givers&quot;, Strange also the second part.</translatorcomment>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Consente di regolare la densità della nebbia in base alla distanza dalla superficie del frattale. Un valore più alto dà nebbia più lontana dalla superficie del frattale.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4963"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Calculates optimal settings for fog effect.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Calcola valori ottimale per l&apos;effetto nebbia.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4966"/>
        <source>Optimal distances calculation</source>
        <translation>Calcolo distanze ottimali</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4988"/>
        <source>Fog based on iteration count</source>
        <translation>Nebbia basata sul conteggio delle iterazioni</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5017"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color #1 of fog effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore #1 dell&apos;effetto nebbia&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5033"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;There is no fog in volume where iteration count is lower than this value. When this parameter is high then fog is only just by fractal surface.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;trim = 4&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;trim = 6&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;trim = 8&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 6 - 30000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 8 - 40000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>cannot understand English sentence</translatorcomment>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Non c&apos;è nebbia nel volume in cui il numero di iterazioni è inferiore a questo valore. Quando questo parametro è alto , allora la nebbia è presente sulla superficie del frattale.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;trim = 4&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;trim = 6&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;trim = 8&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 6 - 30000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 8 - 40000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5068"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color #1 is used for iteration count lower than this value&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>Strange sentence</translatorcomment>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Il colore #1 è utilizzato per il conteggio delle iterazioni inferiore a questo valore&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5096"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Opacity of fog. Higher value gives denser fog.&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;opacity = 1000&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;opacity = 4000&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;opacity = 16000&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 1000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 4000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Opacità di nebbia. Valori più alti danno nebbia più densa.&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;opacità = 1000&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;opacità = 4000&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;opacità = 16000&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 1000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 4000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - 4 - 16000.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5103"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color #3 of fog effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore #3 dell&apos;effetto nebbia&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5170"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color #2 of fog effect&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore #2 dell&apos;effetto nebbia&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5234"/>
        <source>Opacity:</source>
        <translation>Opacità:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5248"/>
        <source>Low iterations trim:</source>
        <translation>Assetto iterazion basse:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5255"/>
        <source>Max iter. for color#2:</source>
        <translation>Iter max . per il colore # 2:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5262"/>
        <source>Max iter. for color#1:</source>
        <translation>Iter max . per il colore # 1:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5292"/>
        <source>Background</source>
        <translation>Sfondo</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5343"/>
        <source>Colored background</source>
        <translation>Sfondo colorato</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5369"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of background at horizon&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore dello sfondo all&apos;orizzonte&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5393"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of background at zenith&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore dello sfondo allo zenit&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5410"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of background at nadir&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore dello sfondo al nadir&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5425"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables covering of background sphere with selected image.&lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - backhround texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita copertura dello sfondo sferico con l&apos;immagine selezionata.&lt;/p&gt;&lt;p&gt;Esempio:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - backhround texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5428"/>
        <source>Textured background</source>
        <translation>Texture di sfondo</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5476"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to the background image. Acceptable formats are BMP, GIF, JPG, PNG&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Percorso immagine di sfondo. I formati accettati sono BMP, GIF, JPG, PNG&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5490"/>
        <source>Map type:</source>
        <translation>Tipo mappa:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5503"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;It determines, how texture will be mapped on background sphere&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Equirectangular: &lt;br/&gt;&lt;/span&gt;&lt;span style=&quot; font-weight:400;&quot;&gt;Texture has to be created used equirectangular projection. It&apos;s the most popular format for textures dedicated for sphere mapping.&lt;br/&gt;Example:&lt;br/&gt;&lt;/span&gt;&lt;img src=&quot;:/tooltips/tooltips_images/equirectangular_bkg.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Double hemisphere:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Texture has to be created as a pair of images of hemispheres. Mapping has to be the same as &lt;span style=&quot; font-style:italic;&quot;&gt;Full dome projection&lt;/span&gt; (or &lt;span style=&quot; font-style:italic;&quot;&gt;Fish eye&lt;/span&gt;)&lt;br/&gt;Example texture with indicated axes and directions:&lt;br/&gt;&lt;img src=&quot;:/tooltips/tooltips_images/full_dome_bkg_axes.png&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Determina come viene applicata la texture sullo afondo sferico&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Equirettangolare: &lt;br/&gt;&lt;/span&gt;&lt;span style=&quot; font-weight:400;&quot;&gt;La texture dev&apos;essere creata usando la proiezione equirettangolare. È il formato più popolare per le texture dedicate alla mappatura sferica.&lt;br/&gt;Example:&lt;br/&gt;&lt;/span&gt;&lt;img src=&quot;:/tooltips/tooltips_images/equirectangular_bkg.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Doppio emisfero:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;La tezture dev&apos;essere preparata come un paio di immagini emisferiche. La mappatura dev&apos;essere uguale alla&lt;span style=&quot; font-style:italic;&quot;&gt;Proiezione a cupola (Full dome projection)&lt;/span&gt; (o &lt;span style=&quot; font-style:italic;&quot;&gt;Grandangolare&lt;/span&gt;)&lt;br/&gt;Esempio di texture con direzioni e assi indicate:&lt;br/&gt;&lt;img src=&quot;:/tooltips/tooltips_images/full_dome_bkg_axes.png&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5512"/>
        <source>Double hemisphere</source>
        <translation>Doppio emisfero</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5545"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Brightness of background image&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5610"/>
        <source>Lights</source>
        <translation>Luci</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5661"/>
        <source>Common light options</source>
        <translation>Opzioni comuni luce</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5688"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables casting shadows from all light sources&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita le ombre per tutte le sorgenti luminose&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5691"/>
        <source>Cast shadows</source>
        <translation>Ombre</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5704"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes light rays penetrate all the objects. When it&apos;s enabled, then even inside the fractal it will not be completely dark. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;I raggi di luce penetrano tutti gli oggetti. Quando è attivata, anche all&apos;interno del frattale non sarà completamente buio. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5707"/>
        <source>Penetrating lights</source>
        <translation>Luci penetranti</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5717"/>
        <source>Main light source</source>
        <translation>Fonte luce principale</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5762"/>
        <source>Horizontal angle:</source>
        <translation>Angolo orizzzontale:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5782"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter moves the light source to the left / right. &lt;/p&gt;&lt;p&gt;When &lt;span style=&quot; font-style:italic;&quot;&gt;Position relative to camera&lt;/span&gt; is off and angle is zero then light is set on Y axis.&lt;/p&gt;&lt;p&gt;When &lt;span style=&quot; font-style:italic;&quot;&gt;Position relative to camera&lt;/span&gt; is on and angle is zero then light is set behind the camera. When it&apos;s +90, then is on the right side of the camera. When it&apos;s -90, then is on the left side of the camera. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo parametro sposta la sorgente luminosa a sinistra / destra. &lt;/p&gt;&lt;p&gt;Quando &lt;span style=&quot; font-style:italic;&quot;&gt;Posizione relativa alla camera&lt;/span&gt;è spento e l&apos;angolo è pari a zero , allora la luce si trova sull&apos;asse Y. &lt;/p&gt;&lt;p&gt;Quando &lt;span style=&quot; font-style:italic;&quot;&gt;Posizione relativa alla camera&lt;/span&gt; è acceso e l&apos;angolo è uguale a zero , allora la luce si trova dietro la camera. Quando è +90, allora si trova sul lato destro della camera. Quando è -90, poi si trova sul lato sinistro della fotocamera. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5816"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter sets size of main light which is visible on a &amp;quot;sky&amp;quot;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo parametro setta la dimensione della luce principale che è visibile in un &amp;quot;cielo&amp;quot;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5844"/>
        <location filename="../qt/render_window.ui" line="8005"/>
        <location filename="../qt/render_window.ui" line="8662"/>
        <location filename="../qt/render_window.ui" line="9307"/>
        <location filename="../qt/render_window.ui" line="9952"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of main light source. When it&apos;s higher then objects illuminated by main light source will be brighter.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensità della fonte di luce principale. Quando è superiore gli oggetti illuminati dalla sorgente luminosa principale sarnno più luminosi.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5872"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter sets brightness of the light which is visible on a &amp;quot;sky&amp;quot;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo parametro setta la luminosità della luce che è visibile in un &amp;quot;cielo&amp;quot;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5894"/>
        <location filename="../qt/render_window.ui" line="6915"/>
        <location filename="../qt/render_window.ui" line="7386"/>
        <source>Size:</source>
        <translation>Dimensione:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5907"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter controls angle of shadows cone. It simulates &amp;quot;soft shadow&amp;quot; effect. When it&apos;s zero, then shadows are very sharp.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;shadow cone 0 degrees&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;shadow cone 5 degrees &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shadow cone 0.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shadow cone 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo parametro controlla l&apos;angolo del cono formato dalle ombre. Simula l&apos;effetto &amp;quot;ombre morbide&amp;quot;. Quando è zero, le ombre sono molto nette.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;cono ombre 0 gradi&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;cono ombre 5 gradi &lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shadow cone 0.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - shadow cone 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5938"/>
        <source>Vertical angle:</source>
        <translation>Angolo verticale:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5967"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameter moves main light source higher / lower. &lt;/p&gt;&lt;p&gt;When &lt;span style=&quot; font-style:italic;&quot;&gt;Position relative to camera&lt;/span&gt; is off and angle is zero then light is set on X-Y plane (horizon).&lt;/p&gt;&lt;p&gt;When &lt;span style=&quot; font-style:italic;&quot;&gt;Position relative to camera&lt;/span&gt; is on and angle is zero then light is on local horizon. When it&apos;s +90, then is over the camera. When it&apos;s -90, then is under the camera. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo parametro sposta la fonte di luce principale più in alto o più in basso.&lt;/p&gt;&lt;p&gt;Quando &lt;span style=&quot; font-style:italic;&quot;&gt;Posizione relativa alla camera&lt;/span&gt; è spenta e l&apos;angolo è zero, allora la luce è impostata sul piano XY (orizzonte).&lt;/p&gt;&lt;p&gt;Quando &lt;span style=&quot; font-style:italic;&quot;&gt;Posizione relativa alla camera&lt;/span&gt;è accesa e l&apos;angolo è zero, allora la luce è sull&apos;orizzonte locale. Quando è +90, allora è sopra la camera. Quando è -90, allora è sotto la camera. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="5998"/>
        <source>Soft shadow cone angle:</source>
        <translation>Cono angolo ombra morbida:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="6021"/>
        <location filename="../qt/render_window.ui" line="6986"/>
        <location filename="../qt/render_window.ui" line="7582"/>
        <source>Visibility:</source>
        <translation>Visibilità:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="6054"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of main light source&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Colore di sorgente luminosa principale&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="6098"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When this is checked, then the position of the light changes with camera rotation. When it is unchecked, then main light source position is set with angles relative to scene coordinate system.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Quando è selezionata, la posizione della luce cambia con la rotazione della camera . Quando non è selezionata, la posizione della luce principale è impostata con gli angoli relativi al sistema di coordinate della scena.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="6101"/>
        <source>Position relative to the camera</source>
        <translation>Posizione relativa alla camera</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="6111"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Freely configurable light sources&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Sorgenti luminose liberamente configurabili&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="6114"/>
        <source>Custom lights</source>
        <translation>Luci personalizzate</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="6316"/>
        <location filename="../qt/render_window.ui" line="6502"/>
        <location filename="../qt/render_window.ui" line="6688"/>
        <location filename="../qt/render_window.ui" line="6877"/>
        <source>Place by mouse</source>
        <translation>Colloca con il mouse</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="6889"/>
        <source>Custom lights options</source>
        <translation>Opzioni Luci personalizzate</translation>
    </message>
    <message>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Defines visibility of additional light sources. Higher value gives brighter appearance of light sources. It doesn&apos;t control luminosity of light sources.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Definisce la visibilità di ulteriori fonti di luce. Un valore più alto dà un aspetto più brillante alle sorgenti luminose. Non controlla la luminosità delle fonti luminose.&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;Defines size of visible light sources. When it&apos;s higher then lights appear bigger.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Definisce le dimensioni delle sorgenti luminose visibili. Quando è più alto allora le luci appaiono più grandi.&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;Controls distance from fractal surface where light will be placed with mouse pointer. When it&apos;s zero, the light will be set on fractal surface. Higher value moves the light towards the camera.&lt;/p&gt;&lt;p&gt;This parameter can be controlled with mouse scroll.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controlla la distanza dalla superficie del frattale dove verrà posizionata la luce con il puntatore del mouse. Quando è pari a zero , la luce viene posizionata sulla superficie del frattale. Valori più alti spostano la luce verso la camera&lt;/p&gt;&lt;p&gt;Questo parametro può essere controllato con scorrimento del mouse.&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;Parameters of visible light rays, often named  quot;God Raysquot; effect.&lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/god rays.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of effect. When effect is not visible try to increase intensity. If whole image is white, then decrease intensity.&lt;/p&gt;&lt;p&gt;Intensity of effect doesn&apos;t depend on light source brightness&lt;/p&gt;&lt;p&gt;To control quality of this effect change &lt;span style=&quot; font-style:italic;&quot;&gt;Rendering Engine / Raymarching step&lt;/span&gt; multiplier parameter.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;L&apos;intensità dell&apos;effetto . Quando l&apos;effetto non è visibile, provare ad aumentare l&apos;intensità. Se tutta l&apos;immagine è bianca, allora diminuire l&apos;intensità.&lt;/p&gt;&lt;p&gt;L&apos;intensità dell&apos;effetto non dipende dalla luminosità della sorgente luminosa&lt;/p&gt;&lt;p&gt;Per controllare la qualità di questo effetto cambiare il parametro moltiplicatore di&lt;span style=&quot; font-style:italic;&quot;&gt;Motore di Rendering / passo Raymarching &lt;/span&gt;.&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;Enables effect for main light source. It&apos;s good to place light source almost in front of the camera (horizontal angle about 180, vertcal angle about 0)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita l&apos;effetto per la sorgente luminosa principale. È meglio mettere la fonte di luce quasi di fronte alla camera (angolo orizzontale di circa 180, angolo vertcale circa a 0)&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;Simulates big amount of lights. These light sources are fast for rendering because they don&apos;t need to be calculated separately. They came from fractal equation.&lt;/p&gt;&lt;p&gt;Positions of lights are set by coordinates of orbit trap point. Where iterated function goes near selected point then this point is brighter.&lt;/p&gt;&lt;p&gt;This effect is difficult to setup and often you need to try many different orbit trap coordinates.&lt;/p&gt;&lt;p&gt;These light sources illuminate the fractal surface, but do not cast shadows.&lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - orbit trap lights.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Simula una grande quantità di luci. Queste sorgenti di luce sono veloci per il rendering perché non devono essere calcolate separatamente. Sono calcolate assieme all&apos;equazione del frattale.&lt;/p&gt;&lt;p&gt;La posizione delle luci viene stabilita dalle coordinate delle orbit trap. Quando la funzione iterativa va più vicino al punto selezionato, quel punto diventa più luminoso.&lt;/p&gt;&lt;p&gt; Questo effetto è difficile da configurare e spesso è necessario provare molte diverse coordinate orbit trap.&lt;/p&gt;&lt;p&gt;Queste fonti di luce illuminano la superficie frattale, ma non creano ombre&lt;/p&gt;&lt;p&gt;Esempio:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - orbit trap lights.jpg&quot;/&gt;&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;Intensity of ilumination of fractal surface&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>&quot;ilumination&quot; dovrebbe essere &quot;illumination&quot;</translatorcomment>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Size of visible lights (scale is logarithmic)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Dimensioni delle luci visibili (scala logaritmica)&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;Brightness of visible lights&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection for image format for still images&lt;/p&gt;&lt;p&gt;For more image format settings go to &lt;span style=&quot; font-style:italic;&quot;&gt;File/Program settings&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Remove settings from toolbar&lt;/p&gt;&lt;p&gt;When this button is pressed and you click on a settings button, this setting will be removed from the toolbar.&lt;/p&gt;&lt;p&gt;When this button is not pressed and you click on a settings button, this setting will be loaded.&lt;/p&gt;&lt;p&gt;Click on this button to toggle between &apos;deletion&apos; and &apos;load&apos; mode.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Fog effect, where density of fog is dependent on iteration count of fractal formula. Fog is denser in areas of higher iteration count.&lt;/p&gt;&lt;p&gt;Fog receives shadows and casts shadows on fractal surface and on itself.&lt;/p&gt;&lt;p&gt;Example of fog with additional light sources:&lt;br/&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - shader - iterfog - lights.jpeg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables placing of the light source by mouse pointer. Light source is placed in front of fractal surface by distance defined by &lt;span style=&quot; font-style:italic;&quot;&gt;Placement distance &lt;/span&gt;parameter. &lt;/p&gt;&lt;p&gt;Placement distance can be changed using mouse scroll. &lt;/p&gt;&lt;p&gt;When the light is already placed, don&apos;t forget to change &lt;span style=&quot; font-style:italic;&quot;&gt;Mouse click function&lt;/span&gt; to e.g. &amp;quot;Move the camera&amp;quot;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita la collocazione della sorgente luminosa tramite puntatore del mouse. La orgente di luce è posta di fronte alla superficie del frattale alla distanza definita da &lt;span style=&quot; font-style:italic;&quot;&gt;Distanza posizionamento &lt;/span&gt;parameter. &lt;/p&gt;&lt;p&gt;La sistanza di posizionamento può essere modificata con lo scorrimento del mouse&lt;/p&gt;&lt;p&gt;Quando la luce è già collocata, non dimenticate di cambiare &lt;span style=&quot; font-style:italic;&quot;&gt;Funzione di clic del mouse&lt;/span&gt; per &amp;quot;Muovere la camera&amp;quot;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Light #&amp;2</source>
        <translation>Luce #&amp;2</translation>
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    <message>
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        <source>Light #&amp;3</source>
        <translation>Luce #&amp;3</translation>
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        <source>Light #&amp;4</source>
        <translation>Luce #&amp;4</translation>
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        <source>&amp;Rendering engine</source>
        <translation>&amp;Motore di rendering</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;All objects closer than this distance won&apos;t be visible&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Tutti gli oggetti più vicini di questa distanza non saranno visibili&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/render_window.ui" line="12360"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes fractals empty inside. It gives interesting results when there is rendered cross section of fractal using &lt;span style=&quot; font-style:italic;&quot;&gt;Limits (box)&lt;/span&gt; feature. &lt;/p&gt;&lt;p&gt;This effect is very slow to render because iterations stop at high number inside the fractal. It&apos;s good to reduce Max. fractal iterations to speed up rendering.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;interior mode enabled&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;interior mode disabled&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - interior enabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - interior disabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Crea il vuoto dentro al frattale. Dà risultati interessanti quando si è impostata la modalità sezione trasversale del frattale con&lt;span style=&quot; font-style:italic;&quot;&gt;Limiti (riquadro)&lt;/span&gt;. &lt;/p&gt;&lt;p&gt;Questo effetto è molto lento per il rendering perché sono necessarie molte iterazioni all&apos;interno del frattale. E &apos; bene ridurre il parametro iterazioni massime per accelerare il rendering.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;Modalità interna abilitata&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Modalità interna disabilitata&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - interior enabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - interior disabled.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&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;This parameter has the biggest influence on overall quality of image and rendering speed.&lt;/p&gt;&lt;p&gt;Higher value gives faster rendering but more noise on image.&lt;/p&gt;&lt;p&gt;When rays are traced, for each step there are estimated distances to the fractal surface. Optimally , the jump distance for every ray-marching step would be equal to the estimated distance. This would produce a small number of steps and good quality. However the distance can be only estimated, so it&apos;s not always accurate. It can produce oversteppings which will be visible on the image as random noise.&lt;/p&gt;&lt;p&gt;In some cases you need to adjust  this parameter to find a balance between acceptable image quality and a reasonable rendering time.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;step multiplier = 1.0 (optimal - good quality and fast)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;step multiplier = 5 (visible strong noise on image)&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DE step factor 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DE step factor 4.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;As a quality indicator, the&lt;span style=&quot; font-style:italic;&quot;&gt;Percentage of wrong distance estimations&lt;/span&gt; ( visible in &lt;span style=&quot; font-style:italic;&quot;&gt;Statistics&lt;/span&gt; dock ) can be used . &lt;/p&gt;&lt;p&gt;To optimize this parameter the histograms of iteration count and ray-marching step count,  can be used .&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo parametro ha la più grande influenza sulla qualità complessiva dell&apos;immagine e velocità di rendering.&lt;/p&gt;&lt;p&gt;Quando i raggi vengono tracciati, per ogni passo ci sono distanze stimate della superficie del frattale. In modo ottimale, per ogni passo dell&apos;algoritmo di ray marching la distanza reale sarebbe uguale alla distanza stimata. Ciò produrrebbe un numero minimo di passi e di buona qualità. Tuttavia la distanza può solo essere stimata, quindi non è sempre precisa. Si possono produrre degli errori (overstepping) che saranno visibili sull&apos;immagine come rumori casuali.&lt;/p&gt;&lt;p&gt;In alcuni casi è necessario modificare questo parametro per trovare un equilibrio tra qualità dell&apos;immagine accettabile e tempo di rendering ragionevole.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;moltiplicatore passo = 1.0 (ottimale - di buona qualità e veloce)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;moltiplicatore passo = 5 (sono visibili rumori sull&apos;immagine)&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DE step factor 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - DE step factor 4.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;Come indicatore di qualità si può usare la &lt;span style=&quot; font-style:italic;&quot;&gt;Percentuale errore di esitmazione distanza (Distance Estimation)&lt;/span&gt; ( visibile nel pannello &lt;span style=&quot; font-style:italic;&quot;&gt;Statistiche&lt;/span&gt; . &lt;/p&gt;&lt;p&gt;Per ottimizzare questo parametro utilizzate gli istogrammi di conteggio iterazioni e ray marching.&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;Enables mode dedicated for fractals where it is difficult to calculate surface normal vectors. Rendering is much slower, but fractal surface is much smoother.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Modalità dedicata ai frattali di cui è difficile calcolare le normali. Il rendering è molto più lento, ma la superficie del frattale è molto più regolare.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="12450"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Smoothness parameter defines averaging area for normal vector calculation.&lt;/p&gt;&lt;p&gt;Higher value gives smoother fractal surface.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;smoothness = 0.1&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;smoothness = 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;smoothness = 5.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - smoothness 0.1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - smoothness 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - smoothness 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Il parametro levigatezza definisce l&apos;area media per il calcolo della normale.&lt;/p&gt;&lt;p&gt;Valori più alti creano una superficie più regolare.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;levigatezza = 0.1&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;levigatezza = 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;levigatezza = 5.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - smoothness 0.1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - smoothness 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - smoothness 5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&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;The higher the maximum number of iterations (&amp;quot;maxiter&amp;quot;) is, the more detail and subtlety emerge in the final image, but also the longer time it will take to calculate the fractal image. &lt;/p&gt;&lt;p&gt;In normal operation this should be set as high as possible because &amp;quot;Distance estimation&amp;quot; algorithm limits number of iteration (almost no influence on rendering speed)&lt;/p&gt;&lt;p&gt;When &lt;span style=&quot; font-style:italic;&quot;&gt;Stop at maximum iteration&lt;/span&gt; is selected, then this parameter controls detail level.&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;maxiter = 10&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;maxiter = 15&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - maxiter - 10.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - maxiter - 15.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Più alto sarà il numero delle iterazioni (&amp;quot;maxiter&amp;quot;), più dettagliati e nitidi saranno i particolari che emergono nell&apos;immagine finale, ma più alti saranno anche i tempi di rendering.&lt;/p&gt;&lt;p&gt;In condizioni normali questo dovrebbe essere impostato il più in alto possibile, perché l&apos;algoritmo di &amp;quot;Distance estimation&amp;quot; (stima distanze) limita automaticamente il numero di iterazioni (senza aumentare i tempi di rendering)&lt;/p&gt;&lt;p&gt;Quando &lt;span style=&quot; font-style:italic;&quot;&gt;Ferma all&apos;iterazione massima&lt;/span&gt; è selezionata, questo parametro controlla il livello di dettaglio.&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;maxiter = 10&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;maxiter = 15&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - maxiter - 10.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - maxiter - 15.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/render_window.ui" line="12479"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controls how much detail will be visible on fractal surface. When it is set to 1.0, then minimum visible detail has size of 2 pixels.&lt;/p&gt;&lt;p&gt;Higher value gives more detailed image, but slows down rendering.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;detail level 0.2&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;detail level 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;detail level 1.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 0.2.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controlla quanti dettagli saranno presenti sulla superficie del frattale. Quando è settata su 1.0, i dettagli minimi visibili hanno dimensione di 2 pixel.&lt;/p&gt;&lt;p&gt;Valori più alti danno immagini migliori, ma rallentano i tempi di rendering.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;livello dettagli 0.2&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;livello dettagli 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;livello dettagli 1.0&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 0.2.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - resolution 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/render_window.ui" line="12511"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Defines visibility distance. All objects farther  than this distance won&apos;t be visible. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Definisce la distanza di visibilità. Tutti gli oggetti più lontani di questa distanza non saranno visibili.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="12593"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When it&apos;s not enabled, the program automatically reduces amount of details for the farthest regions of the fractal. If you go closer to fractal surface, the program increases number of details.&lt;/p&gt;&lt;p&gt;If it&apos;s checked, then in every region of fractal detail size will be the same.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Quando l&apos;opzione non è abilitata, il programma riduce automaticamente la quantità di dettagli per le regioni più lontane del frattale. Se si va più vicino alla superficie del frattale, il programma aumenta il numero dei dettagli.&lt;/p&gt;&lt;p&gt;Se abilitata, allora in ogni regione del frattale il numero dei dettagli è sempre costante.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="12753"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables rendering of fractal cross sections.&lt;/p&gt;&lt;p&gt;Example cross sections of Buffalo fractal:&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;x = {-10; 10}, y = {-10, 10}, z = {-10, 0}&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;x = {-10, 0}, y = {0, 10}, z = {-0.1; 0.1}&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - limits z.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - limits x, y, z.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita rendering di sezioni trasversali dei frattal.&lt;/p&gt;&lt;p&gt;Esempio sezione trasversale del frattale Bufalo:.&lt;/p&gt;&lt;table border=&quot;0&quot; style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;&quot; cellspacing=&quot;2&quot; cellpadding=&quot;0&quot;&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;x = {-10; 10}, y = {-10, 10}, z = {-10, 0}&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;x = {-10, 0}, y = {0, 10}, z = {-0.1; 0.1}&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - limits z.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/image - limits x, y, z.jpeg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Limits (bo&amp;x)</source>
        <translation>Limiti (&amp;riquadro)</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Thus feature allows to connect multiple computers into network and to share rendering jobs.&lt;/p&gt;&lt;p&gt;The same image or animation can be rendered using unlimited number of computers. In this way there can be increased computing power.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>&quot;thus&quot; should be &quot;this&quot; not nice the original part &quot;there can be increased computing power&quot;</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questa funzione consente di collegare più computer in rete e di condividere il rendering in rete.&lt;/p&gt;&lt;p&gt;La stessa immagine o animazione può essere calcolata con un numero illimitato di computer. In questo modo si può aumentare la potenza di calcolo.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="13014"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Switches between server and client.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Server&lt;/span&gt; is main appcation in the network. It controls rendering process, sends data to all clients and collects data from them. &lt;br/&gt;Server compiles parts of images received from clients and finally display whole image. It also renders image.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Client&lt;/span&gt; receives jobs from server. It renders only that parts of image which server ask for. It display only partial image.&lt;/p&gt;&lt;p&gt;To start rendering process on all computers you need to press Render button on Server.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Passa dal server al client.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Server&lt;/span&gt;è l&apos;applicazione principale che controlla il processo di rendering in rete, manda dati a tutti i client e raccoglie i dati proveniente dai client. &lt;br/&gt;Il erver raccoglie parti di immagini ricevute dai client e, infine, visualizza l&apos;immagine intera. Renderizza anche l&apos;immagine .&lt;/p&gt;&lt;p&gt;Il &lt;span style=&quot; font-weight:600;&quot;&gt;Client&lt;/span&gt; riceve il lavoro impostato dal server. Il client renderizza soltanto quella parte parziale dell&apos;immagine richiesta dal server.&lt;/p&gt;&lt;p&gt;Per iniziare il processo di rendering su tutti i computer computers è necessario cliccare il bottone di rendering (Render) sul Server.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="13071"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;IP addres or name of computer where is launched Mandelbulber in server mode.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Indirizzo IP o il nome del computer da cui viene lanciato Mandelbulber in modalità server.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="13078"/>
        <source>Remote server address:</source>
        <translation>Indirizzo del server remoto:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="13098"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Port number which is set on Mandelbulber which runs in server mode.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Numero di porta impostato sul Mandelbulber che viene eseguito in modalità server.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="13124"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Establish connection with server.&lt;/p&gt;&lt;p&gt;When connection is established, status should change to READY&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Stabilisce la connessione con il server.&lt;/p&gt;&lt;p&gt;Una volta stabilita la connessione, lo stato dovrebbe cambiare in PRONTO&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="13172"/>
        <location filename="../qt/render_window.ui" line="13297"/>
        <source>DISABLED</source>
        <translation>DISABILITATO</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Internet port number which will be used for server. This port has to be not blocked by firewall or passed through a router.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>Not clear what is the role of the router (has to be blocked or not?)</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Porta internet usata dal server. Non dev&apos;essere bloccata da firewall opassare attraverso un router.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="13249"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Starts Mandelbulber to work as server.&lt;/p&gt;&lt;p&gt;After pressing this button, application starts to watch clients and connecting to them. &lt;/p&gt;&lt;p&gt;If connection with client is established, then this client is displayed in the table below.&lt;/p&gt;&lt;p&gt;To establich connection with client, on client side there has to be pressed Connect button.&lt;/p&gt;&lt;p&gt;If all needed computers are already connected, then server is ready for operation. If you presss Render button, then server and all clients will start rendering of the same image.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>&quot;establisch&quot; should be &quot;establisch&quot; and change &quot;presss&quot;.</translatorcomment>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Fai partire Mandelbulber come server.&lt;/p&gt;&lt;p&gt; Dopo aver premuto questo pulsante, l&apos;applicazione inizia a cercare i client e a collegarsi.&lt;/p&gt;&lt;p&gt;If connection with client is established, then this client is displayed in the table below.&lt;/p&gt;&lt;p&gt;Se si stabilisce la connessione con il client, allora questo client viene visualizzato nella tabella sottostante.&lt;/p&gt;&lt;p&gt;Se tutti i computer sono già connessi, allora il server è pronto. Se si preme il pulsante di Rendering, il server e tutti i client inizieranno il rendering della stessa immagine.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="13387"/>
        <source>&amp;Animation</source>
        <translation>&amp;Animazione</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="14127"/>
        <location filename="../qt/render_window.ui" line="14501"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection for image format for animation frames.&lt;/p&gt;&lt;p&gt;For more image format settings go to to &lt;span style=&quot; font-style:italic;&quot;&gt;File/Program settings&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Seleziona il formato delle immagini per l&apos;animazione.&lt;/p&gt;&lt;p&gt;Per selezionare altri formati immagine andare su &lt;span style=&quot; font-style:italic;&quot;&gt;File/Impostazioni programma&lt;/span&gt;&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;This feature is for renering flight through animations.&lt;/p&gt;&lt;p&gt;In record flight mode the camera is operated like in flight simulator game. It recomended to use low image resolution for better rendering performace. Flight path is recorded.&lt;/p&gt;&lt;p&gt;Render animation button start rendering in of recorded flight path. For rendering you can select higher image resolution.&lt;/p&gt;&lt;p&gt;There is possible to add parameters for animation (like fractal power, light position, etc...) and edit them in the table view. To add parameter to animation you need to right click on edit fied of selected parameter and select from context menu &lt;span style=&quot; font-style:italic;&quot;&gt;Add to flight animation&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Animation is stored in settings file in CSV format, so there is possible to edit animation in external tools (e.g speadsheet editor or text editor).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>change &quot;renering&quot; and &quot;there is possible&quot; should be &quot;it is possible&quot; and &quot;fied&quot; should be maybe &quot;field&quot;, not sure about the latest one.
&quot;there is possible&quot; should also be corrected.</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questa funzione è per il rendering del volo attraverso animazioni.&lt;/p&gt;&lt;p&gt;Nella modalità registrazione volo, la camera opera come un simulatore di volo. È consigliato usare una risoluzione bassa per migliorare la prestazione del rendering. Il percorso del volo viene registrato.&lt;/p&gt;&lt;p&gt;Il pulsante Renderizza animazione viene utilizzato per registrare il volo. Per renderizzare la sequenza si può impostare una qualità più alta.&lt;/p&gt;&lt;p&gt;È possibile inserire altri parametri nell&apos;animazione (come la potenza del frattale, posizione luci, ecc...) e modificarli nella vista tabella. Per aggiungere un parametro di animazione è necessario fare click col pulsante destro sul campo di modifica del parametro selezionato e selezionare dal menu contestuale &lt;span style=&quot; font-style:italic;&quot;&gt;Aggiungi all&apos;animazione in volo&lt;/span&gt;&lt;/p&gt;&lt;p&gt;L&apos;animazione è memorizzata in file di impostazioni in formato CSV, è possibile modificare l&apos;animazione tramite strumenti esterni (ad esempio usando un foglio di calcolo oppure un editor di testo). &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="13473"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Starts rendering of previously recorded flight path&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Inizia il rendering del percorso volo registrato&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;Starts recording flight path. &lt;/p&gt;&lt;p&gt;There is recomended to decrease image resolution for better rendering performance.&lt;/p&gt;&lt;p&gt;As a controler there is used mouse pointer. &lt;br/&gt;By moving of mouse pointer you can change flight direction.&lt;br/&gt;Left mouse button increases flight speed. Right mouse button decreases speed.&lt;br/&gt;Arrow keys moves camera up, dow, left and right (strafe)&lt;br/&gt;Z and X keys rotates the camera (roll)&lt;br/&gt;Spacebar pauses recording of flight path. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>&quot;There is recomended&quot; should be &quot;it is &quot;.
&quot;controler&apos; should be &quot;controller&quot;, I think, but is awful.
&quot;dow&quot; is &quot;down&quot;</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Inizia la registrazione di un percorso di volo.&lt;/p&gt;&lt;p&gt;È consigliato di diminuire la risoluzione dell&apos;immagine per migliorare le prestazioni di rendering.&lt;/p&gt;&lt;p&gt;Utilizzare il puntatore del mouse &lt;br/&gt;Spostando il puntatore del mouse è possibile cambiare la direzione di volo.&lt;br/&gt;Il tasto sinistro del mouse aumenta la velocità di volo.il tasto destro del mouse diminuisce la velocità.&lt;br/&gt;I tasti freccia spostano la camera verso l&apos;alto, il basso, a destra e a sinistra.&lt;br/&gt;I tasti Z e X ruotano la camera (rollio).&lt;br/&gt;La barra spaziatrice mette in pausa la registrazione del percorso di volo.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="13513"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Deletes all already rendered image frames in selected folder (&lt;span style=&quot; font-style:italic;&quot;&gt;Path for images&lt;/span&gt;). &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Elimina tutti i fotogrammi già renderizzati nella directory selezionata (&lt;span style=&quot; font-style:italic;&quot;&gt;Directory immagini&lt;/span&gt;).&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;Plays already rendered animation.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Eegue l&apos;animazione già renderizzata.&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;Continues recording previously stopped rendering. The flight will start from last point from the table and will be continued in latest direction and speed.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Continua a registrare il rendering che è stato fermato in precedenza. Il volo ripartirà dall&apos;ultimo punto e verrà continuato seguendo l&apos;ultima direzione e la velocità precedenti.&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;Refreshes animation table and frame previews.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Aggiorna animazioni e preview fotogrammi.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Exports flight path to keyframe animation. There is used &lt;span style=&quot; font-style:italic;&quot;&gt;Keyframe animation/frames per keyframe&lt;/span&gt; parameter to dermine how many frames will be exported as new keyframes. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Esporta il percorso di volo verso le animazione basate su fotogrammi chiave. Il parametro &lt;span style=&quot; font-style:italic;&quot;&gt;animazione fotogrammi chiave/fotogrammi per fotogrammi chiave&lt;/span&gt; viene utilizzato per determinare quanti fotogrammi verranno esportati com nyovi fotogrammi chiave.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>Path for images:</source>
        <translation type="vanished">Percorso directory immagini:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="14141"/>
        <location filename="../qt/render_window.ui" line="14515"/>
        <location filename="../qt/render_window.ui" line="15260"/>
        <source>EXR</source>
        <translation></translation>
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    <message>
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        <source>inertia:</source>
        <translation>inerzia:</translation>
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    <message>
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        <source>speed:</source>
        <translation>velocità:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Sets where will be stored rendered animation frames.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Sceglie dove verranno memorizzati i fotogrammi renderizzati dell&apos;animazione.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Determines how camera speed will be calculated.&lt;/p&gt;&lt;p&gt;In &lt;span style=&quot; font-style:italic;&quot;&gt;Relative to distance&lt;/span&gt; mode, camera speed will decrease when camera will be closer to fractal surface. This mode will help you to not colide with fractal. In this mode you can still control speed by &lt;span style=&quot; font-style:italic;&quot;&gt;speed&lt;/span&gt; parameter and by mouse buttons.&lt;/p&gt;&lt;p&gt;In Constant mode, camera speed is only controled by &lt;span style=&quot; font-style:italic;&quot;&gt;speed&lt;/span&gt; parameter and mouse buttons&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Determina in che modo sarà calcolato la velocità della camera.&lt;/p&gt;&lt;p&gt;Nella modalità &lt;span style=&quot; font-style:italic;&quot;&gt;Relativa alla distanza&lt;/span&gt;, la velocità della camera diminuirà quando la fotocamera sarà più vicina alla superficie del frattale. Questa modalità vi aiuterà a non collidere con il frattale. In questa modalità è ancora possibile controllare la velocità tramite il parametro &lt;span style=&quot; font-style:italic;&quot;&gt;velocità&lt;/span&gt; e anche tramite i bottoni del mouse.&lt;/p&gt;&lt;p&gt;Nel modo costante, la velocità della camera è controllata solo dal parametro &lt;span style=&quot; font-style:italic;&quot;&gt;velocità&lt;/span&gt; e anche dai bottoni del mouse&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>speed control:</source>
        <translation>controllo velocità:</translation>
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        <location filename="../qt/render_window.ui" line="13791"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Inertia of camera. &lt;/p&gt;&lt;p&gt;Higher inertia makes flight more smooth but more difficult to change speed or direction.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/render_window.ui" line="13860"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This parameters controls frame rate during flight path recording. Higher values give slower rendering but are more detailed.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/render_window.ui" line="13945"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables rendering of keyframe previews in animation table.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/render_window.ui" line="13996"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enable this parameter  if you want to record a flight path in parts. It allows the program to continue recording the flight with the same speed.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/render_window.ui" line="14038"/>
        <location filename="../qt/render_window.ui" line="14088"/>
        <location filename="../qt/render_window.ui" line="14615"/>
        <location filename="../qt/render_window.ui" line="14647"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Limits range of frames to render&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="14191"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This feature is for rendering animations by interpolating between keyframes.&lt;/p&gt;&lt;p&gt;You can create multiple keyframes, each with different parameters (i.e.camera, fractal and environment parameters values). Intermediate frames will be calculated during rendering of the animation. &lt;/p&gt;&lt;p&gt;To add a keyframe to the animation table, click &lt;span style=&quot; font-style:italic;&quot;&gt;Add keyframe&lt;/span&gt;. &lt;/p&gt;&lt;p&gt;To add a parameter, right click on the selected parameter&apos;s edit field and select from context menu &lt;span style=&quot; font-style:italic;&quot;&gt;Add to keyframe animation&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Build an animation by adding, inserting and deleting keyframes. Modify parameters directly in the animation table, or in fractal or efects edit fields (double click keyframe preview or right click on a keyframe, and choose &lt;span style=&quot; font-style:italic;&quot;&gt;Render this keyframe&lt;/span&gt; , this updates parameters in window, then modify parameters and click &lt;span style=&quot; font-style:italic;&quot;&gt;Modify keyframe&lt;/span&gt; to refresh animation table.)&lt;/p&gt;&lt;p&gt;Each parameter can have assigned different type of interpolation (right click on animation parameter name.)&lt;/p&gt;&lt;p&gt;Animation is stored in a settings file in CSV format, therefore it is possible to edit animation with external tools (e.g spreadsheet editor or text editor).&lt;/p&gt;&lt;p&gt;Animation can be exported to Flight Animation, where it is possible to edit each frame.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Play rendered animation&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/render_window.ui" line="14363"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Export all keyframes to &lt;span style=&quot; font-style:italic;&quot;&gt;Flight animation&lt;/span&gt;. All keyframes will be interpolated. &lt;/p&gt;&lt;p&gt;This feature will allow editing of each animation frame separately in Flight animation editor (or external CSV editor) &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="14379"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Delete all rendered frames in animation folder ( selected by &lt;span style=&quot; font-style:italic;&quot;&gt;path for images)&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
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        <source>collision distance:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="14561"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables rendering of keyframe previews in the animation table.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
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        <source>Show keyframe preview thumbnails</source>
        <translation type="unfinished"></translation>
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    <message>
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        <location filename="../qt/render_window.ui" line="14824"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Sets the same distance between camera target and camera for all keyframes. It doesn&apos;t modify camera position and rotation, so it doesn&apos;t modify camera movement path. It makes camera rotation smooth through entire animation.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
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    <message>
        <location filename="../qt/render_window.ui" line="14783"/>
        <source>Set the same
camera target
distance for all
keyframes</source>
        <translation type="unfinished"></translation>
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    <message>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Queue tool allows for rendering a collection of settings files in the background.&lt;/p&gt;&lt;p&gt;While the list of settings files is being rendered, you can continue to work in the main window and also add more settings to the queue.&lt;/p&gt;&lt;p&gt;Methods to manage queue:&lt;br/&gt;- by adding items using &lt;span style=&quot; font-style:italic;&quot;&gt;Add current settings&lt;/span&gt; button&lt;br/&gt;- by editing queue.fractlist file&lt;br/&gt;- by puting files into queue folder and use button &lt;span style=&quot; font-style:italic;&quot;&gt;Add orphaned&lt;br/&gt;&lt;/span&gt;- by adding single settings or lists using command line interface&lt;/p&gt;&lt;p&gt;Temporary settings files are stored in $HOME/.mandelbulber/queue folder and the list is in $HOME/.mandelbulber/queue.fractlist&lt;/p&gt;&lt;p&gt;The queue can be rendered in another instance of Mandelbulber program, as the queue is shared between applications. You can also launch another Mandelbulber from command line interface with -q option. Then this application will watch queue and render automatically all new items.&lt;/p&gt;&lt;p&gt;Result images are saved into $HOME/.mandelbulber/images directory (or another if it&apos;s specified in application preferences.)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This feature allows to connect multiple computers into network and to share rendering jobs.&lt;/p&gt;&lt;p&gt;The same image or animation can be rendered using unlimited number of computers. In this way there can be increased computing power.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Internet port number which will be used for server. This port has to be not blocked by firewall or should be passed through a router.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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    <message>
        <location filename="../qt/render_window.ui" line="13421"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;In record flight mode, the camera is operated like in a flight simulator game. Flight path is recorded. It recommended to use low image resolution for better recording performance. &lt;/p&gt;&lt;p&gt;Render animation button starts rendering of the recorded flight path. For final rendering you can select higher image resolution.&lt;/p&gt;&lt;p&gt;To add a parameter, right click on the selected parameter&apos;s edit field and select from context menu &lt;span style=&quot; font-style:italic;&quot;&gt;Add to flight animation&lt;/span&gt;&lt;/p&gt;&lt;p&gt;You can modify frame parameters directly in the animation table or by editing parameters in fractal or effects edit fields (double click keyframe preview or right click on a keyframe, and choose &lt;span style=&quot; font-style:italic;&quot;&gt;Render this keyframe&lt;/span&gt; , this updates parameters in window, then modify parameters and click &lt;span style=&quot; font-style:italic;&quot;&gt;Modify keyframe&lt;/span&gt; to get modified parameters into table)&lt;/p&gt;&lt;p&gt;You can click on &lt;span style=&quot; font-style:italic;&quot;&gt;Export to keyframes&lt;/span&gt; to continue editing animation in &lt;span style=&quot; font-style:italic;&quot;&gt;Keyframe animation&lt;/span&gt; editor&lt;/p&gt;&lt;p&gt;Animation is stored in a settings file in CSV format, therefore it is possible to edit animation with external tools (e.g spreadsheet editor or text editor).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="13493"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Starts recording flight path. &lt;/p&gt;&lt;p&gt;It is recommended to decrease image resolution for better rendering performance.&lt;/p&gt;&lt;p&gt;The mouse pointer is used as the controller. &lt;br/&gt;Movie the mouse pointer to change flight direction.&lt;br/&gt;Left mouse button increases flight speed. Right mouse button decreases speed.&lt;br/&gt;Arrow keys moves camera up, down, left and right (strafe)&lt;br/&gt;Z and X keys rotate the camera (roll)&lt;br/&gt;Spacebar pauses flight path recording . &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="13533"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Plays rendered animation.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="13553"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Continues recording previously stopped rendering. The flight will start from the last point from the table, and will be continued with the latest direction and speed.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="13573"/>
        <location filename="../qt/render_window.ui" line="14399"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Refreshes animation table and keyframe previews.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="13593"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Exports flight path to keyframe animation.  &lt;span style=&quot; font-style:italic;&quot;&gt;Keyframe animation/frames per keyframe&lt;/span&gt; parameter is used to determine how many frames will be exported as new keyframes. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="13637"/>
        <location filename="../qt/render_window.ui" line="14481"/>
        <source>path for images:</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="13671"/>
        <location filename="../qt/render_window.ui" line="14529"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to stored rendered animation frames.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="13684"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Determines how camera speed will be calculated.&lt;/p&gt;&lt;p&gt;In &lt;span style=&quot; font-style:italic;&quot;&gt;Relative to distance&lt;/span&gt; mode, camera speed will decrease when camera is nearer to the fractal surface. This mode will help you to not collide with the fractal. In this mode you can still control speed by &lt;span style=&quot; font-style:italic;&quot;&gt;speed&lt;/span&gt; parameter and by mouse buttons.&lt;/p&gt;&lt;p&gt;In Constant mode, the camera speed is only controlled by &lt;span style=&quot; font-style:italic;&quot;&gt;speed&lt;/span&gt; parameter and mouse buttons&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="13714"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controls flight speed. &lt;/p&gt;&lt;p&gt;If you click left mouse button, speed will be increased&lt;/p&gt;&lt;p&gt;If you click right mouse button, speed will be decreased&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controllo della velocità di volo.&lt;/p&gt;&lt;p&gt;Se si fa clic su pulsante sinistro del mouse, aumenta la velocità&lt;/p&gt;&lt;p&gt;Se si fa clic su pulsante destro del mouse, diminuisce la velocità&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;Inertia of camera. &lt;/p&gt;&lt;p&gt;Higher inertia makes fight more smooth but more difficult to change speed or direction.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>&quot;fight&quot; should be &quot;flight&quot;</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Inertzia della camera. &lt;/p&gt;&lt;p&gt;Una maggior inerzia rende il volo più morbido, ma è più difficile cambiare velocità e direzione.&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;This parameters controls frame rate during flight path recording. Higher value gives slower rendering but more detailed.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo parametro controlla il numero di fotogrammi per unità di tempo impostati durante la registrazione del volo. Un numero maggiore aumenta i tempi di rendering ma l&apos;animazione è più dettagliata.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="13917"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotation speed of camera&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Velocità di rotazione della camera&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;Enables rendering of previews in animation table.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita il rendering di previre nella finestra dell&apos;aimazione.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="13968"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Roll speed of camera&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Velocità di rollio della camera&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;This parameter is needed to be enabled if you want to record flight path in parts. It allows to continue recording of flight with the same speed like it was on latest frame.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questo parametro è necessario cher sia attivato se si desidera registrare il percorso di volo in più parti. Esso consente di continuare la registrazione del volo con la stessa velocità dell&apos;ultimo fotogramma più recente della sequenza.&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;Limits range of oframes to render&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>divide &quot;oframes&quot;</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Limita la gamma di fotogrammi da renderizzare&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;This feature is for renering animations besad on interpolated key frames.&lt;/p&gt;&lt;p&gt;You can setup any number of key frames, where will be different camera position, evironment parameter values or fractal parameters. During rendering of animation, will be calculated intermediate frames, so there is not needed to setup every animation frame. &lt;/p&gt;&lt;p&gt;There is possible to add parameters for animation (like fractal power, light position, etc...) and edit them in the table view. To add parameter to animation you need to right click on edit fied of selected parameter and select from context menu &lt;span style=&quot; font-style:italic;&quot;&gt;Add to keyframe animation&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Each parameter can have assigned different type of interpolation.&lt;/p&gt;&lt;p&gt;There is possible to edit animation by adding or modyfing key frames, and also directly in animation table.&lt;/p&gt;&lt;p&gt;Animation is stored in settings file in CSV format, so there is possible to edit animation in external tools (e.g speadsheet editor or text editor).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>&quot;besad&quot; should be &quot;based&quot;, &quot;There is possible&quot; is awful, &quot;fied&quot; should be &quot;field&quot;.
&quot;There is possible&quot; should be &quot;it is possible&quot;.
&quot;modyfing&quot; an &quot;i&quot; is missing.</translatorcomment>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Questa funzione è per il renering delle animazioni basate sui fotogrammi chiave interpolati.&lt;/p&gt;&lt;p&gt;È possibile impostare qualsiasi numero di fotogrammi chiave, o posizione della camera, parametri ambientali, valori o parametri dei frattali. Durante il rendering dell&apos;animazione, verranno calcolati i fotogrammi intermedi, quindi non è necessario impostare ogni fotogramma di animazione.&lt;/p&gt;&lt;p&gt;Non è possibile aggiungere i parametri per l&apos;animazione (come la voce potenza del frattale, oppure la posizione della luce, ecc ...) e modificarli nella vista tabella. Per aggiungere il parametro di animazione è necessario fare click con il pulsante destro su Modifica campo del parametro selezionato e selezionare dal menu contestuale la voce &lt;span style=&quot; font-style:italic;&quot;&gt;Aggiungi al fotogramma chiave dell&apos;animazione&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Ad ogni parametro può essere assegnato un diverso tipo di interpolazione.&lt;/p&gt;&lt;p&gt;Inoltre è possibile modificare l&apos;animazione aggiungendo o modificando i fotogrammi chiave, e anche direttamente in tabella di animazione.&lt;/p&gt;&lt;p&gt;L&apos;animazione è memorizzata in file di impostazioni in formato CSV, è possibile modificare l&apos;animazione tramite strumenti esterni (ad esempio usando un foglio di calcolo oppure un editor di testo).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="14243"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Insert keyframe before selected keyframe&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Inserisci un fotogramma chiave prima del fotogramma chiave selezionato&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="14283"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Add keyframe at the end&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Inserisci un fotogramma chiave alla fine&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;Play alredy rendered animation&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Esegui l&apos;animazione già renderizzata&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="14323"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Starts rendering of animation&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Inizia il rendering dell&apos;animazione&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;Export all keyframes to &lt;span style=&quot; font-style:italic;&quot;&gt;Flight animation&lt;/span&gt;. All keyframes will be interpolated. &lt;/p&gt;&lt;p&gt;This feature will allow to edit each animation frame separately in Flight animation editor (or external CSV editor) &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Esporta tutti i fotogrammi chiave della &lt;span style=&quot; font-style:italic;&quot;&gt;Animazione volo&lt;/span&gt;. Saranno interpolati tutti i fotogrammi chiave.&lt;/p&gt;&lt;p&gt;Questa funzione consente di modificare ogni fotogramma di animazione separatamente nell&apos;editor di animazione del volo (o tramite l&apos;editor esterno del file CSV)&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;Delete all rendered frames in animation folder ( selected by &lt;span style=&quot; font-style:italic;&quot;&gt;path for keyframes)&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Elimina tutti i fotogrammi renderizzati nella directory animazione ( selezionato da &lt;span style=&quot; font-style:italic;&quot;&gt;directory per i forogrammi chiave&lt;/span&gt;)&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;&amp;lt;html&amp;gt;&amp;lt;head/&amp;gt;&amp;lt;body&amp;gt;&amp;lt;p&amp;gt;Refreshes animation table and key frame previews.&amp;lt;/p&amp;gt;&amp;lt;/body&amp;gt;&amp;lt;/html&amp;gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&amp;lt;html&amp;gt;&amp;lt;head/&amp;gt;&amp;lt;body&amp;gt;&amp;lt;p&amp;gt;Aggiorna la tabella di animazione e le anteprime dei fotogrammi chiave.&amp;lt;/p&amp;gt;&amp;lt;/body&amp;gt;&amp;lt;/html&amp;gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="14419"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Checks if there is no collision between camera and fractal at all interpolated frames.&lt;/p&gt;&lt;p&gt;Collision is defined as event where distance of camera to fractal object is lower than &lt;span style=&quot; font-style:italic;&quot;&gt;collision distance&lt;/span&gt; parameter&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Controlla se non c&apos;è nessuna collisione tra la camera e frattale in tutti i fotogrammi interpolati.&lt;/p&gt;&lt;p&gt;La collisione è definito come l&apos;evento in cui la distanza della camera dall&apos;oggetto frattale è inferiore al parametro&lt;span style=&quot; font-style:italic;&quot;&gt;distanza di collisione&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="14422"/>
        <source>Validate</source>
        <translation>Validare</translation>
    </message>
    <message>
        <source>collission distance:</source>
        <translatorcomment>mistake in English, should be &quot;collision&quot;</translatorcomment>
        <translation type="vanished">distanza collisione:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="14542"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;It sets how many frames will be interpolated for each keyframe. &lt;/p&gt;&lt;p&gt;Total number of animation frames is &apos;number of keyframes&apos; multiplied by &apos;frames per keyframe&apos; &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>not sure I understand</translatorcomment>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Si definisce quanti fotogrammi saranno interpolati per ogni fotogramma chiave.&lt;/p&gt;&lt;p&gt;Numero totale di fotogrammi di animazione è &apos;il numero di fotogrammi chiave&apos;, moltiplicato per &apos;fotogrammi per fotogrammi chiave&apos;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="14726"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Minimum distance between camera and fractal which is allowed during &lt;span style=&quot; font-style:italic;&quot;&gt;Validate&lt;/span&gt; function (collision detection)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;La distanza minima tra la camera e il frattale che è consentito durante la funzione&lt;span style=&quot; font-style:italic;&quot;&gt;Validare&lt;/span&gt; (individuazione collisioni)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="14739"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enable checking for collisions before starting rendering of animation.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Abilita il controllo per le collisioni prima di iniziare il rendering dell&apos;animazione.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="14742"/>
        <source>Validate before render</source>
        <translation>Valida prima di renderizzare</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="14880"/>
        <source>&amp;Statistics</source>
        <translation>&amp;Statistiche</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="14933"/>
        <source>Histogram of fractal iteration count</source>
        <translation>Istogramma del conteggio delle iterazioni frattali</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="14972"/>
        <source>Histogram of ray-marching step count</source>
        <translatorcomment>not sure about &apos;passi di ray matching&quot;</translatorcomment>
        <translation>Istogramma del conteggio dei passi di ray-marching</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="12344"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Swithes off stopping of ray-marching at distance threshold. When it&apos;s checked detail level is controlled with &lt;span style=&quot; font-style:italic;&quot;&gt;Max. fractal iterations&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translatorcomment>&quot;Swithes&quot; must be &quot;Switches&quot;</translatorcomment>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Disattiva l&apos;arresto del proccesso di ray-marching ad una certa soglia di distanza. Quando è selezionato, il livello di dettaglio è controllato tramite&lt;span style=&quot; font-style:italic;&quot;&gt;Max. Iterazioni frattali&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="12383"/>
        <source>Raymarching step mult.
(controls quality):</source>
        <translation>moltiplicatore passo Raymarching
(controlla qualità):</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="12666"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Distance threshold which defines detail size.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Soglia distanza che definisce la quantità di dettaglio.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="13516"/>
        <location filename="../qt/render_window.ui" line="14382"/>
        <source>Delete all images</source>
        <translation>Cancella tutte le immagini</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="13536"/>
        <location filename="../qt/render_window.ui" line="14306"/>
        <source>Show Animation</source>
        <translation>Mostra l&apos;Animazione</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="13556"/>
        <source>Continue recording</source>
        <translation>Continua la registrazione</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="13576"/>
        <location filename="../qt/render_window.ui" line="14402"/>
        <source>Refresh table</source>
        <translation>Aggiorna tavola</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="13596"/>
        <source>Export to Keyframes</source>
        <translation>Esporta in fotogrammi chiave</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="13644"/>
        <location filename="../qt/render_window.ui" line="14488"/>
        <source>image type:</source>
        <translation>Tipo immagine:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="14136"/>
        <location filename="../qt/render_window.ui" line="14510"/>
        <location filename="../qt/render_window.ui" line="15255"/>
        <source>JPG</source>
        <translation></translation>
    </message>
    <message>
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        <location filename="../qt/render_window.ui" line="14505"/>
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Mouse wheel - light fov / bkw</source>
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RMB - decrease speed</source>
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arrow keys - strafe</source>
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z, x keys - roll</source>
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spacebar - pause</source>
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hold shift key - orthogonal strafe</source>
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        <source>Quality</source>
        <translation>Qualità</translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.ui" line="379"/>
        <source>Postfix</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.ui" line="393"/>
        <source>Image Channel</source>
        <translation>Canale immagine</translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.ui" line="400"/>
        <source>Color</source>
        <translation>Colore</translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.ui" line="422"/>
        <source>Misc Image Settings</source>
        <translation>Impostazioni varie immagini</translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.ui" line="484"/>
        <source>Append alpha to image (only PNG)</source>
        <translation>Aggiunge canale alfa per l&apos;immagine (solo PNG )</translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.ui" line="496"/>
        <source>Clear thumbnail cache</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.ui" line="503"/>
        <source>Do not ask for quit confirmation</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.ui" line="448"/>
        <source>JPEG quality:</source>
        <translation>Qualità JPEG:</translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.ui" line="14"/>
        <source>Program Settings</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.ui" line="159"/>
        <source>System Look and Feel</source>
        <translation>Look &amp; Feel sistema</translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.ui" line="204"/>
        <source>UI Style type</source>
        <translation>Tipo stile interfaccia utente</translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.ui" line="214"/>
        <source>UI Skin</source>
        <translation>Stile interfaccia utente</translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.ui" line="186"/>
        <source>normal</source>
        <translation>normale</translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.ui" line="191"/>
        <source>dark</source>
        <translation>scura</translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.ui" line="196"/>
        <source>light</source>
        <translation>chiaro</translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.cpp" line="56"/>
        <source>Select default directory for images</source>
        <translation>Selezionare la directory predefinita per le immagini</translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.cpp" line="65"/>
        <source>Select default directory for settings files</source>
        <translation>Selezionare la directory predefinita per i file impostazioni</translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.cpp" line="74"/>
        <source>Select default directory for textures</source>
        <translation>Selezionare la directory predefinita per le texture</translation>
    </message>
</context>
<context>
    <name>cQueue</name>
    <message>
        <location filename="../src/queue.cpp" line="399"/>
        <location filename="../src/queue.cpp" line="403"/>
        <source>STILL</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/queue.cpp" line="400"/>
        <source>FLIGHT</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/queue.cpp" line="401"/>
        <source>KEYFRAME</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/queue.cpp" line="529"/>
        <source>Fractals (*.txt *.fract)</source>
        <translation type="unfinished">Fractattali (*.txt *.fract)</translation>
    </message>
    <message>
        <location filename="../src/queue.cpp" line="533"/>
        <source>Add file to queue...</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/queue.cpp" line="592"/>
        <source>Name</source>
        <translation type="unfinished">Nome</translation>
    </message>
    <message>
        <location filename="../src/queue.cpp" line="592"/>
        <source>Preview</source>
        <translation type="unfinished">Anteprima</translation>
    </message>
    <message>
        <location filename="../src/queue.cpp" line="592"/>
        <source>Type</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/queue.cpp" line="592"/>
        <source>Action</source>
        <translation type="unfinished"></translation>
    </message>
</context>
<context>
    <name>main</name>
    <message>
        <location filename="../src/command_line_interface.cpp" line="38"/>
        <source>Start program without GUI.</source>
        <translation>Avviare programma senza interfaccia grafica.</translation>
    </message>
    <message>
        <source>Set &lt;Mode&gt; of animation (flight / keyframe), default is flight.</source>
        <translation type="vanished">Impostare &lt;Mode&gt; dell&apos;animazione (volo / fotogramma chiave) , di default è impostato come volo.</translation>
    </message>
    <message>
        <source>MODE</source>
        <translation type="vanished">MODO</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="47"/>
        <source>Start rendering from frame number &lt;N&gt;.</source>
        <translation>Inizia il rendering dal fotogramma numero &lt;N&gt;.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="48"/>
        <location filename="../src/command_line_interface.cpp" line="52"/>
        <location filename="../src/command_line_interface.cpp" line="78"/>
        <location filename="../src/command_line_interface.cpp" line="90"/>
        <location filename="../src/command_line_interface.cpp" line="97"/>
        <source>N</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="51"/>
        <source>Stop rendering on frame number &lt;N&gt;.</source>
        <translation>Stop rendering frame numero &lt;N&gt;.</translation>
    </message>
    <message>
        <source>Override item &apos;&lt;key&gt;&apos; from settings file with new value &apos;&lt;value&gt;&apos;.</source>
        <translatorcomment>Sovrascrivi voce &apos;&lt;key&gt;&apos;da impostazioni file con il nuovo valore &apos;&lt;value&gt;&apos;.</translatorcomment>
        <translation type="vanished">Override item &apos;&lt;key&gt;&apos; from settings file with new value &apos;&lt;value&gt;&apos;.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="58"/>
        <source>KEY=VALUE</source>
        <translation>CHIAVE=VALORE</translation>
    </message>
    <message>
        <source>Image output format:
jpg - JPEG format
png - PNG format
png16 - 16-bit PNG format
png16alpha - 16-bit PNG with alpha channel format</source>
        <translation type="vanished">Formato di output Immagine:
jpg - formato JPEG
PNG - formato PNG
png16 - formato PNG a 16 bit
png16alpha - formato PNG a 16 bit con canale alfa</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="32"/>
        <source>Mandelbulber is an easy to use, handy application designed to help you render 3D Mandelbrot fractals called Mandelbulb and some other kind of 3D fractals like Mandelbox, Bulbbox, Juliabulb, Menger Sponge</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="41"/>
        <source>Render keyframe animation</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="44"/>
        <source>Render flight animation</source>
        <translation type="unfinished">Renderizza animazione volo</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="55"/>
        <source>Override item &apos;&lt;KEY&gt;&apos; from settings file with new value &apos;&lt;value&gt;&apos;.
Specify multiple KEY=VALUE pairs by separating with a &apos;#&apos; (KEY1=VALUE1#KEY2=VALUE2). Quote whole expression to avoid whitespace parsing issues
Override fractal parameter in the form &apos;fractal&lt;N&gt;_KEY=VALUE&apos; with &lt;N&gt; as index of fractal</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="61"/>
        <source>List all possible parameters &apos;&lt;KEY&gt;&apos; with corresponding default value &apos;&lt;VALUE&gt;&apos;.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="64"/>
        <source>Image output format:
jpg - JPEG format
png - PNG format
png16 - 16-bit PNG format
png16alpha - 16-bit PNG with alpha channel format
exr - EXR format</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="70"/>
        <source>FORMAT</source>
        <translation>FORMATO</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="73"/>
        <source>Override image resolution.</source>
        <translation>Sovrascrivi risoluzione immagine.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="74"/>
        <source>WIDTHxHEIGHT</source>
        <translation>LARGHEZZAxALTEZZA</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="77"/>
        <source>Override frames per key parameter.</source>
        <translation>Sovrascrivi fotogrammi per parametri chiave.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="81"/>
        <source>Set application as a server listening for clients.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="84"/>
        <source>Set application as a client connected to server of given Host address (Host can be of type IPv4, IPv6 and Domain name address).</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="93"/>
        <source>Start program without ANSI colors, when execution on CLI.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="96"/>
        <source>Save rendered image(s) to this file / folder.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="100"/>
        <source>Render all images from common queue.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="103"/>
        <source>Show statistics while rendering in CLI mode.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="106"/>
        <source>Show help about input.</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="108"/>
        <source>file with fractal settings (program also tries
to find file in ./mandelbulber/settings directory)
When settings_file is put as a command line argument then program will start in noGUI mode&lt;settings_file&gt; can also be specified as a list, see all options with --help-input</source>
        <translation type="unfinished"></translation>
    </message>
    <message>
        <source>Set application as a client connected to server of given Host address(Host can be of type IPv4, IPv6 and Domain name address).</source>
        <translation type="vanished">Imposta applicazione come client connesso al server di un determinato Host ( Host può essere di tipo IPv4 , IPv6 o come indirizzo nome Dominio) .</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="86"/>
        <source>N.N.N.N</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="89"/>
        <source>Set network port number for Netrender (default 5555).</source>
        <translation>Impostare il numero di porta di rete per Netrender (di default è 5555).</translation>
    </message>
    <message>
        <source>file with fractal settings (program also tries
to find file in ./mandelbulber/settings directory)
When settings_file is put as command argument then program will start in noGUI mode</source>
        <translation type="vanished">Fle con le impostazioni dei frattali (il programma cerca prova
a trovarli nella directory ./mandelbulber/settings )
Quando il parametro settings_file è passato come argomento tramite interfaccia a riga di comando
il programma si avvierà in modalità non grafica</translation>
    </message>
</context>
</TS>