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

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        <translation>NetRender - niezgodne wersje!
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    <message>
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        <translation>Wersja klienta: %1
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<context>
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        <source>Reset to default</source>
        <translation type="vanished">Przywróć domyślne</translation>
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    <message>
        <source>Add to flight animation</source>
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<context>
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    <message>
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<context>
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        <translation>Zapisywanie %1</translation>
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<context>
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        <source>Reset to default</source>
        <translation type="vanished">Przywróć domyślne</translation>
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    <message>
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        <source>Add to keyframe animation</source>
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<context>
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        <source>Reset to default</source>
        <translation type="vanished">Przywróć domyślne</translation>
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    <message>
        <source>Add to flight animation</source>
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        <source>Reset to default</source>
        <translation type="vanished">Przywróć domyślne</translation>
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<context>
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        <translation type="vanished">Przywróć domyślne</translation>
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    <message>
        <source>Add to flight animation</source>
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<context>
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        <source>Copy vector</source>
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        <translation>Zrenderuj tą klatkę kluczową</translation>
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    <message>
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        <source>Add to presets</source>
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<context>
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    <message>
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        <location filename="../src/dof.cpp" line="378"/>
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        <location filename="../src/dof.cpp" line="509"/>
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        <location filename="../src/dof.cpp" line="511"/>
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        <location filename="../src/dof.cpp" line="519"/>
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Error: </source>
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Note: </source>
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        <source>Can&apos;t save image to PNG file!
</source>
        <translation>Nie można zapisać obrazu do pliku PNG!
</translation>
    </message>
    <message>
        <location filename="../src/file_image.cpp" line="727"/>
        <location filename="../src/file_image.cpp" line="757"/>
        <location filename="../src/file_image.cpp" line="787"/>
        <source>Can&apos;t save image to JPEG file!
</source>
        <translation>Nie można zapisać do pliku JPEG!
</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1019"/>
        <location filename="../src/interface.cpp" line="2000"/>
        <source>Can&apos;t open file </source>
        <translation>Nie można otworzyć pliku</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1020"/>
        <source> Fractal ui files can&apos;t be loaded</source>
        <translation> Plik ui nie może zostać załadowany</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1077"/>
        <source>Cannot init renderJob, see log output for more information.</source>
        <translation>Nie można zainicjować renderowania. Zobacz log aby uzyskać więcej informacji.</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1838"/>
        <location filename="../src/interface.cpp" line="1865"/>
        <source>Reseting view</source>
        <translation>Reset widoku</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1839"/>
        <source>Fractal size calculation</source>
        <translation>Obliczanie wielkości fraktala</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1866"/>
        <source>Done</source>
        <translation>Gotowe</translation>
    </message>
    <message>
        <source>Set position of </source>
        <translation type="vanished">Ustaw pozycję </translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="973"/>
        <source>Formulas</source>
        <translation>Formuły</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="978"/>
        <source>Transforms</source>
        <translation>Przekształcenia</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1003"/>
        <location filename="../src/render_window_slots.cpp" line="89"/>
        <location filename="../src/render_window_slots.cpp" line="102"/>
        <source>Don&apos;t add global C constant</source>
        <translation>Nie dodawaj globalnej stałej C</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1931"/>
        <source>Set position of %1 # %2 by mouse pointer</source>
        <translation>Ustaw pozycję %1 # %2 wskaźnikiem myszy</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="1936"/>
        <source>Delete </source>
        <translation>Skasuj </translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2001"/>
        <source> Primitive object ui file can&apos;t be loaded</source>
        <translation> Plik ui prymitywu nie może zostać załadowany</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2082"/>
        <source>No action</source>
        <translation>Brak akcji</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2086"/>
        <source>Move the camera</source>
        <translation>Przesuń kamerę</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2090"/>
        <source>Set fog visibility</source>
        <translation>Ustaw widoczność mgły</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2094"/>
        <source>Set DOF focus</source>
        <translation>Ustaw głębię ostrości</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2098"/>
        <source>Get Julia constant</source>
        <translation>Pobierz stałą Julia</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2103"/>
        <source>Place light #1</source>
        <translation>Umieść światło #1</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2108"/>
        <source>Place light #2</source>
        <translation>Umieść światło #2</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2113"/>
        <source>Place light #3</source>
        <translation>Umieść światło #3</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2118"/>
        <source>Place light #4</source>
        <translation>Umieść światło #4</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2122"/>
        <source>Place random light center</source>
        <translation>Umieść centrum losowych świateł</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2126"/>
        <source>Get point coordinates</source>
        <translation>Pobierz współrzędne punktu</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2135"/>
        <source>Place </source>
        <translation>Umieść </translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2307"/>
        <location filename="../src/interface.cpp" line="2354"/>
        <source>Looking for optimal DE factor</source>
        <translation>Poszukiwanie optymalnego współczynnika estymacji dystansu</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2355"/>
        <source>Percentage of wrong distance estimations: %1</source>
        <translation>Procent nieprawidłowych estymacji dystansu: %1</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2366"/>
        <source>Optimal DE factor is: %1 which gives %2% of bad distance estimations</source>
        <translation>Optymalny współczynnik estymacji dystansu wynosi %1 i daje %2% nieprawidłowych estymacji</translation>
    </message>
    <message>
        <location filename="../src/render_window_slots.cpp" line="95"/>
        <source>Add global C constant</source>
        <translation>Dodawaj globalną stałą C</translation>
    </message>
    <message>
        <location filename="../src/render_window_slots.cpp" line="631"/>
        <source>Toolbar settings: </source>
        <translation>Plik ustawień:</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2165"/>
        <source>Are you sure to close the application?</source>
        <translation>Czy jesteś pewny, że chcesz zamknąć aplikację?</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2167"/>
        <source>Quit?</source>
        <translation>Wyjść?</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2221"/>
        <source>Auto recovery</source>
        <translation>Auto odzyskiwanie</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2222"/>
        <source>Application has not been closed properly
Do you want to recover your latest work?</source>
        <translation>Aplikacja nie została poprawnie zamknięta
Czy chcesz odzyskać swoją ostatnią pracę?</translation>
    </message>
    <message>
        <source>Application haven&apos;t been closed properly
Do you want to recover your latest work?</source>
        <translation type="vanished">Aplikacja nie została poprawnie zamknięta
Czy chcesz odzyskać swoją ostatnią pracę?</translation>
    </message>
    <message>
        <location filename="../src/old_settings.cpp" line="58"/>
        <source>Can&apos;t import old settings
</source>
        <translation>Nie można zaimportować starych ustawień
</translation>
    </message>
    <message>
        <location filename="../src/old_settings.cpp" line="58"/>
        <source>File with default values doesn&apos;t exist
</source>
        <translation>Plik z wartościami domyślnymi nie istnieje</translation>
    </message>
    <message>
        <source>File with default values desn&apos;t exist
</source>
        <translation type="vanished">Plik z domyślnymi wartościami nie istnienie
</translation>
    </message>
    <message>
        <location filename="../src/old_settings.cpp" line="1075"/>
        <source>Hybrid fractal can&apos;t be converted</source>
        <translation>Fraktal hybrydowy nie może zostać skonwertowany</translation>
    </message>
    <message>
        <source>Done %1%, elapsed: %2, estamined to end: %3</source>
        <translation type="vanished">Gotowe %1%, upłynęło: %2, czas do końca: %3</translation>
    </message>
    <message>
        <location filename="../src/progress_text.cpp" line="73"/>
        <source>Done %1%, elapsed: %2, estimated to end: %3</source>
        <translation>Gotowe %1%, upłynęło: %2, do końca: %3</translation>
    </message>
    <message>
        <location filename="../src/progress_text.cpp" line="80"/>
        <source>100% Done, total time: %3</source>
        <translation>100% gotowe, całkowity czas: %3</translation>
    </message>
    <message>
        <source>Rendering image in progress</source>
        <translation type="vanished">Renderowanie obrazu</translation>
    </message>
    <message>
        <location filename="../src/render_image.cpp" line="162"/>
        <location filename="../src/render_job.cpp" line="293"/>
        <source>Rendering image</source>
        <translation>Renderowanie</translation>
    </message>
    <message>
        <location filename="../src/interface.cpp" line="2365"/>
        <location filename="../src/render_image.cpp" line="373"/>
        <location filename="../src/render_ssao.cpp" line="167"/>
        <source>Idle</source>
        <translation>Bezczynność</translation>
    </message>
    <message>
        <location filename="../src/render_job.cpp" line="114"/>
        <location filename="../src/render_job.cpp" line="222"/>
        <source>Initialization</source>
        <translation>Inicjowanie</translation>
    </message>
    <message>
        <location filename="../src/render_job.cpp" line="115"/>
        <source>Setting up image buffers</source>
        <translation>Przygotowywanie buforów dla obrazu</translation>
    </message>
    <message>
        <location filename="../src/render_job.cpp" line="222"/>
        <source>Loading textures</source>
        <translation>Wczytywanie tekstur</translation>
    </message>
    <message>
        <location filename="../src/render_job.cpp" line="293"/>
        <source>Starting rendering of image</source>
        <translation>Rozpoczynanie renderowania obrazu</translation>
    </message>
    <message>
        <location filename="../src/render_ssao.cpp" line="149"/>
        <source>Rendering SSAO effect in progress</source>
        <translation>Renderowanie efektu SSAO w toku</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="356"/>
        <source>It&apos;s not valid Mandelbulber settings file. No header</source>
        <translation>To nie jest prawidłowy plik z ustawieniami Mandelbulbera. Brak nagłówka</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="360"/>
        <source>It&apos;s not valid Mandelbulber settings file. Wrong header</source>
        <translation>To nie jest prawidłowy plik z ustawieniami Mandelbulbera. Niewłaściwy nagłówek</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="365"/>
        <source>It&apos;s not valid Mandelbulber settings file. No information about version of file</source>
        <translation>To nie jest prawidłowy plik z ustawieniami Mandelbulbera. Brak informacji o numerze wersji</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="372"/>
        <source>It&apos;s not valid Mandelbulber settings file. Wrong file version number</source>
        <translation>To nie jest prawidłowy plik z ustawieniami Mandelbulbera. Niewłaściwy numer wersji</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="374"/>
        <source>File was saved in newer version of Mandelbulber
File version: </source>
        <translation>Plik został zapisany w nowszej wersji Mandelbulbera
Wersja pliku: </translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="392"/>
        <source>It&apos;s not valid Mandelbulber settings file. Format not specified in the header</source>
        <translation>To nie jest prawidłowy plik z ustawieniami Mandelbulbera. Format nie został wyspecyfikowany w nagłówku</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="506"/>
        <source>Error in settings file. Line: </source>
        <translation>Błąd w pliku z ustawieniami. Linia: </translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="512"/>
        <source>Too many errors in settings file</source>
        <translation>Zbyt dużo błędów w pliku z ustawieniami</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="596"/>
        <location filename="../src/settings.cpp" line="608"/>
        <source>Unknown parameter: </source>
        <translation>Nieznany parametr: </translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="618"/>
        <source>Missing value for parameter %1</source>
        <translation>Brakuje wartości dla parametru %1</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="793"/>
        <source>Missing column &apos;frame&apos; in list of animation frames</source>
        <translation>Brakuje kolumny &apos;frame&apos; na liście klatek animacji</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="815"/>
        <source>Unknown parameter in animation frames: </source>
        <translation>Nieznany parametr na liście klatek animacji: </translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="821"/>
        <source>No valid list of parameters for animation frames</source>
        <translation>Brak prawidłowej listy parametrów dla klatek animacji</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="863"/>
        <source>Wrong number of interpolation columns</source>
        <translation>Nieprawidłowa ilość interpolowanych kolumn</translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="926"/>
        <source>Missing frame no </source>
        <translation>Brakuje klatki nr </translation>
    </message>
    <message>
        <location filename="../src/settings.cpp" line="931"/>
        <source>Wrong number of columns</source>
        <translation>Nieprawidłowa liczba kolumn</translation>
    </message>
    <message>
        <location filename="../src/texture.cpp" line="57"/>
        <source>Can&apos;t load texture!
</source>
        <translation>Nie można wczytać tekstury!
</translation>
    </message>
    <message>
        <location filename="../src/texture.cpp" line="135"/>
        <source>Can&apos;t load texture from QByteArray!
</source>
        <translation>Nie mogę załadować tekstury z QByteArray!</translation>
    </message>
    <message>
        <location filename="../src/undo.cpp" line="115"/>
        <source>No more undo</source>
        <translation>Nie ma więcej cofnięć</translation>
    </message>
    <message>
        <location filename="../src/undo.cpp" line="144"/>
        <source>No more redo</source>
        <translation>Nie ma więcej przywróceń</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="156"/>
        <location filename="../src/animation_keyframes.cpp" line="238"/>
        <source>No frames to render</source>
        <translation>Brak klatek do zrenderowania</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="161"/>
        <location filename="../src/animation_keyframes.cpp" line="243"/>
        <source>The folder %1 does not exist. Please specify a valid location.</source>
        <translation>Folder %1 nie istnieje. Proszę wprowadzić prawidłową ścieżkę.</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="189"/>
        <source>Are you sure to start recording of new animation?</source>
        <translation>Czy jesteś pewny, że chcesz zacząć nagrywać nową animację?</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="190"/>
        <location filename="../src/animation_flight.cpp" line="733"/>
        <location filename="../src/animation_flight.cpp" line="1054"/>
        <location filename="../src/animation_keyframes.cpp" line="578"/>
        <location filename="../src/animation_keyframes.cpp" line="894"/>
        <source>This will delete all images in the image folder.
Proceed?</source>
        <translation>Spowoduje to usunięcie z folderu wszystkich wcześniej zrenderowanych klatek.
Kontynuować?</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="207"/>
        <source>No frames recorded before. Unable to continue.</source>
        <translation>Wcześniej nie było nagranych żadnych klatek. Nie można kontynuować.</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="216"/>
        <location filename="../src/animation_flight.cpp" line="672"/>
        <location filename="../src/animation_keyframes.cpp" line="484"/>
        <location filename="../src/interface.cpp" line="2250"/>
        <source>Rendering engine is busy. Stop unfinished rendering before starting new one</source>
        <translation>Silnik renderowania jest zajęty. Zatrzymaj wcześniej uruchomione renderowanie zanim zaczniesz nowe</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="229"/>
        <source>Recordning flight path</source>
        <translation>Nagrywanie trasy przelotu</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="317"/>
        <location filename="../src/animation_flight.cpp" line="325"/>
        <source>Recording flight animation</source>
        <translation>Nagrywanie animacji lotu</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="727"/>
        <location filename="../src/animation_flight.cpp" line="1053"/>
        <location filename="../src/animation_keyframes.cpp" line="573"/>
        <location filename="../src/animation_keyframes.cpp" line="893"/>
        <source>Truncate Image Folder</source>
        <translation>Opróżnianie folderu z animacją</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="729"/>
        <location filename="../src/animation_keyframes.cpp" line="575"/>
        <source>The animation has already been rendered completely.
 Do you want to purge the output folder?
</source>
        <translation>Animacja została już całkowicie zrenderowana.
Czy chcesz opróżnić folder z klatkami animacji?
</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="787"/>
        <source>Animation start</source>
        <translation>Start animacji</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="788"/>
        <location filename="../src/animation_keyframes.cpp" line="637"/>
        <location filename="../src/player_widget.cpp" line="180"/>
        <source>Frame %1 of %2</source>
        <translation>Klatka %1 z %2</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="823"/>
        <location filename="../src/animation_keyframes.cpp" line="678"/>
        <source>Animation finished</source>
        <translation>Animacja ukończona</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="829"/>
        <location filename="../src/animation_keyframes.cpp" line="684"/>
        <source>Rendering terminated</source>
        <translation>Renderowanie przerwane</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="868"/>
        <location filename="../src/animation_keyframes.cpp" line="725"/>
        <source>Refreshing animation</source>
        <translation>Odświeżanie animacji</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="957"/>
        <location filename="../src/animation_keyframes.cpp" line="797"/>
        <source>Animation Image Folder</source>
        <translation>Folder na klatki animacji</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="960"/>
        <location filename="../src/animation_keyframes.cpp" line="800"/>
        <source>Choose Animation Image Folder</source>
        <translation>Wybór folderu na klatki animacji</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="1210"/>
        <source>Export flight to keyframes</source>
        <translation>Eksport lotu do klatek kluczowych</translation>
    </message>
    <message>
        <location filename="../src/animation_flight.cpp" line="1211"/>
        <source>There are already captured keyframes present.
Discard current keyframes?</source>
        <translation>Istnieją już zdefiniowane klatki kluczowe.
Czy usunąć istniejące klatki kluczowe?</translation>
    </message>
    <message>
        <location filename="../src/player_widget.cpp" line="117"/>
        <source>No frames to play</source>
        <translation>Brak klatek do odtworzenia</translation>
    </message>
    <message>
        <location filename="../src/netrender.cpp" line="74"/>
        <source>NetRender - address already in use.

Is there already a mandelbulber server instance running on this port?</source>
        <translation>NetRender - adres jest już w użyciu. Czy jakiś inny Madelbulber pracuje na tym porcie?</translation>
    </message>
    <message>
        <location filename="../src/netrender.cpp" line="80"/>
        <source>NetRender - SetServer Error:

</source>
        <translation>NetRender - błąd serwera</translation>
    </message>
    <message>
        <location filename="../src/netrender.cpp" line="609"/>
        <source>NetRender - Client version mismatch!
 Client address:</source>
        <translation>NetRender - Nieprawidłowa wersja klienta!
 Adres klienta: </translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="181"/>
        <source>No keyframe selected</source>
        <translation>Klatka kluczowa nie wybrana</translation>
    </message>
    <message>
        <source>Camera collides with fractal at folowing frames:
</source>
        <translation type="vanished">Kamera koliduje z fraktalem na następujących klatkach:</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="547"/>
        <location filename="../src/animation_keyframes.cpp" line="1176"/>
        <source>Camera collides with fractal at following frames:
</source>
        <translation>Kamera koliduje z fraktalem na następujących klatkach:
</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="636"/>
        <source>Rendering animation</source>
        <translation>Renderowanie animacji</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1062"/>
        <source>Export keyframes to flight</source>
        <translation>Eksport klatek kluczowych do animacji lotu</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1063"/>
        <source>There are already captured flight frames present.
Discard current flight frames ?</source>
        <translation>Istnieją już zdefiniowane klatki animacji lotu.
Czy usunąć istniejące klatki?</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1082"/>
        <source>Exporting</source>
        <translation>Eksportowanie</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1130"/>
        <location filename="../src/animation_keyframes.cpp" line="1150"/>
        <source>Checking for collissions</source>
        <translation>Sprawdzanie kolizji</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1131"/>
        <source>Checking for collissions on keyframe # %1</source>
        <translation>Sprawdzanie kolizji na klatce kluczowej # %1</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1229"/>
        <source>Cannot change target distance. Missing camera parameters in keyframes</source>
        <translation>Nie można zmienić odległości celu. Brakuje parametrów kamery w animacji</translation>
    </message>
    <message>
        <source>Checking for collissions on keframe # %1</source>
        <translation type="vanished">Sprawdzanie kolizji na klatce kluczowej # %1</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1151"/>
        <source>Checking for collisions finished</source>
        <translation>Sprawdzanie kolizji zakończone</translation>
    </message>
    <message>
        <location filename="../src/animation_keyframes.cpp" line="1181"/>
        <source>No collisions detected
</source>
        <translation>Kolizji nie znaleziono</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="421"/>
        <source>Settings saved to clipboard</source>
        <translation>Ustawienia zapisane w schowku</translation>
    </message>
    <message>
        <location filename="../src/render_window_menu.cpp" line="184"/>
        <source>Cannot load settings from clipboard!</source>
        <translation>Nie można wczytać ustawień ze schowka!</translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.cpp" line="102"/>
        <source>Are you sure to clear the thumbnail cache?</source>
        <translation>Czy na pewno chcesz wyczyść bufor miniatur?</translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.cpp" line="103"/>
        <source>Are you sure to clear the thumbnail cache?
There are currently %1 thumbnails cached. These will be deleted and rerendered when necessary.
 Clear now?</source>
        <translation>Czy jesteś pewny, że chcesz wyczyścić pamięć podręczną miniatur?
Aktualnie jest zbuforowane %1 miniatur. Zostaną one skasowane ale będą odtworzone, kiedy to będzie konieczne.
Czyścić teraz?</translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.cpp" line="122"/>
        <source>Are you sure to load the thumbnail cache from the server?</source>
        <translation>Czy na pewno chcesz pobrać miniatury z serwera?</translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.cpp" line="123"/>
        <source>This will try to load missing common thumbnails from the server.
Proceed?</source>
        <translation>To spróbuje pobrać brakujące miniatury z serwera (mandelbulber.org)
Czy wykonać?</translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.cpp" line="153"/>
        <source>Are you sure to generate all example thumbnail cache files?</source>
        <translation>Czy chcesz wygenerować miniatury do wszystkich przykładów?</translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.cpp" line="244"/>
        <source>Retrieve toolbar</source>
        <translation>Przywracanie paska narzędzi</translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.cpp" line="244"/>
        <source>Are you sure to retrieve default presets into toolbar?
It could overwrite some of existing presets.
Proceed?</source>
        <translation>Czy jesteś pewny, że chcesz przywrócić domyślny zestaw fraktali na pasku narzędzi?
To może spowodować nadpisanie niektórych istniejących ikon.
Czy kontynuować?</translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.cpp" line="259"/>
        <source>Retrieve materials</source>
        <translation>Przywrócenie materiałów</translation>
    </message>
    <message>
        <location filename="../qt/preferencesdialog.cpp" line="259"/>
        <source>Are you sure to retrieve default materials into materials folder?
It could overwrite some of existing materials.
Proceed?</source>
        <translation>Czy jesteś pewny, że chcesz przywrócić domyślny zestaw materiałów w folderze z materiałami?
To może spowodować nadpisanie niektórych istniejących materiałów.
Czy kontynuować?</translation>
    </message>
    <message>
        <source>There are currently %1 thumbnails cached. These will be deleted and rerendered when necessary.
 Clear now?</source>
        <translation type="vanished">Aktualnie jest zbuforowane %1 miniatur. Zostaną one skasowane i będą ponownie zrenderowane w razie potrzeby.
Wyczyścić teraz?</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="203"/>
        <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>Mandelbulber także akceptuje większą ilość plików wejściowych
Mogą one być następującego typu:
plik .fract - zwykłe pliki z fraktalami
plik .fractlist - plik z kolejką; wszystkie pozycje z listy zostaną dodane do aktualnej kolejki
folder - jeżeli argument jest folderem, to wszystkie pliki .fract zostaną dodane do aktualnej kolejki</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="232"/>
        <source>
List of fractal parameters:
</source>
        <translation>Lista parametrów fraktali:</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="270"/>
        <source>Specified server port is invalid
</source>
        <translation>Wybrany port serwera nie jest właściwy</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="284"/>
        <source>NetRender - Waiting for clients
</source>
        <translation>NetRender - Czekanie na klientów</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="302"/>
        <source>Specified client port is invalid
</source>
        <translation>Wybrany port klienta nie jest właściwy</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="328"/>
        <location filename="../src/command_line_interface.cpp" line="378"/>
        <location filename="../src/main.cpp" line="201"/>
        <source>Cannot init queue: </source>
        <translation>Nie można zainicjować kolejki: </translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="358"/>
        <source>Cannot load file!
</source>
        <translation>Nie można wczytać pliku!</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="449"/>
        <source>Specified resolution not valid
both dimensions need to be &gt; 0</source>
        <translation>Podana rozdzielczość nie jest prawidłowa.
Oba wymiary muszą być większe od zera.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="459"/>
        <source>Specified resolution not valid
resolution has to be in the form WIDTHxHEIGHT</source>
        <translation>Podana rozdzielczość nie jest prawidłową. Musi być w formacie SZEROKOŚĆxWYSOKOŚĆ</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="472"/>
        <source>Specified frames per key not valid
need to be &gt; 0</source>
        <translation>Podana ilość klatek na klucz nie jest prawidłowa
Musi być większa od zera</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="487"/>
        <source>Specified imageFileFormat is not valid
allowed formats are: </source>
        <translation>Podany imageFileFormat nie jest prawidłowy. Dopuszczalne formaty obrazu to: </translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="510"/>
        <source>There are no flight animation frames in specified settings file</source>
        <translation>We wskazanym pliku z ustawieniami nie ma klatek z animacją lotu</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="521"/>
        <source>You cannot render keyframe animation at the same time as flight animation</source>
        <translation>Nie możesz jednocześnie renderować animacji z klatkami kluczowymi i animacji lotu</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="534"/>
        <source>There are no keyframes in specified settings file</source>
        <translation>We wskazanym pliku z ustawieniami nie ma zdefiniowanych klatek kluczowych</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="553"/>
        <location filename="../src/command_line_interface.cpp" line="571"/>
        <location filename="../src/command_line_interface.cpp" line="600"/>
        <location filename="../src/command_line_interface.cpp" line="628"/>
        <source>Animation has only %1 frames</source>
        <translation>Animacja ma tylko %1 klatek</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="592"/>
        <location filename="../src/command_line_interface.cpp" line="620"/>
        <source>End frame has to be greater than start frame which is %1</source>
        <translation>Numer końcowej klatki musi być większy niż numer pierwszej klatki, który jest %1</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="655"/>
        <source>You have to specify a settings file, for this configuration!</source>
        <translation>Musisz wyspecyfikować plik z ustawieniami dla tej konfiguracji!</translation>
    </message>
    <message>
        <location filename="../src/queue.cpp" line="578"/>
        <source>No queue items to render</source>
        <translation>Brak elementów do zrenderowania w kolejce</translation>
    </message>
    <message>
        <location filename="../src/render_queue.cpp" line="124"/>
        <source>Queue Item %1 of %2</source>
        <translation>%1 z %2 element z kolejki</translation>
    </message>
    <message>
        <location filename="../src/render_queue.cpp" line="172"/>
        <source>Queue Render</source>
        <translation>Renderowanie kolejki</translation>
    </message>
    <message>
        <location filename="../src/render_queue.cpp" line="173"/>
        <source>Queue Done</source>
        <translation>Kolejka zrobiona</translation>
    </message>
    <message>
        <location filename="../src/lights.cpp" line="136"/>
        <source>Positioning random lights</source>
        <translation>Rozmieszczanie losowych świateł</translation>
    </message>
    <message>
        <location filename="../src/lights.cpp" line="137"/>
        <source>Positioned light %1 of %2</source>
        <translation>Rozmieszczone światło %1 z %2</translation>
    </message>
    <message>
        <location filename="../qt/file_select_widget.cpp" line="150"/>
        <source>filepath invalid</source>
        <translation>Nieprawidłowa ścieżka do pliku</translation>
    </message>
    <message>
        <location filename="../qt/material_manager_view.cpp" line="60"/>
        <source>Delete material?</source>
        <translation>Skasować materiał?</translation>
    </message>
    <message>
        <location filename="../qt/material_manager_view.cpp" line="61"/>
        <source>Are you sure to delete selected material?</source>
        <translation>Czy jesteś pewny, że chcesz skasować wybrany materiał?</translation>
    </message>
    <message>
        <location filename="../qt/material_manager_view.cpp" line="73"/>
        <source>You cannot delete last material!</source>
        <translation>Nie możesz skasować ostatniego materiału!</translation>
    </message>
    <message>
        <location filename="../qt/voxel_export_dialog.cpp" line="72"/>
        <source>Voxel Export is busy. Stop unfinished rendering before starting new voxel export job.</source>
        <translation>Eksportowanie Voxeli jest zajęte. Zakończ rozpoczęte renderowanie przed rozpoczęciem kolejnego.</translation>
    </message>
    <message>
        <location filename="../qt/voxel_export_dialog.cpp" line="141"/>
        <source>Voxel Export is busy. Stop unfinished rendering before closing the voxel export dialog.</source>
        <translation>Eksportowanie Voxeli jest zajęte. Zakończ rozpoczęte renderowanie przed zamknięciem okna.</translation>
    </message>
    <message>
        <source>Reset to default</source>
        <translation type="obsolete">Przywróć domyślne</translation>
    </message>
    <message>
        <source>Add to flight animation</source>
        <translation type="obsolete">Dodaj do animacji lotu</translation>
    </message>
    <message>
        <source>Add to keyframe animation</source>
        <translation type="obsolete">Dodaj do animacji z klatkami kluczowymi</translation>
    </message>
</context>
<context>
    <name>RenderWindow</name>
    <message>
        <location filename="../qt/render_window.ui" line="20"/>
        <location filename="../qt/ui_render_window.h" line="14053"/>
        <source>Mandelbulber</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="114"/>
        <location filename="../qt/ui_render_window.h" line="14091"/>
        <source>Zoom:</source>
        <translation>Powiększenie:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="134"/>
        <location filename="../qt/ui_render_window.h" line="14094"/>
        <source>Fit to window</source>
        <translation>Dopasuj do okna</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="139"/>
        <location filename="../qt/ui_render_window.h" line="14095"/>
        <source>400%</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="144"/>
        <location filename="../qt/ui_render_window.h" line="14096"/>
        <source>200%</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="149"/>
        <location filename="../qt/ui_render_window.h" line="14097"/>
        <source>100%</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="154"/>
        <location filename="../qt/ui_render_window.h" line="14098"/>
        <source>50%</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="159"/>
        <location filename="../qt/ui_render_window.h" line="14099"/>
        <source>25%</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="164"/>
        <location filename="../qt/ui_render_window.h" line="14100"/>
        <source>10%</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="185"/>
        <location filename="../qt/ui_render_window.h" line="14102"/>
        <source>Show cursor</source>
        <translation>Pokaż kursor</translation>
    </message>
    <message>
        <source>Image</source>
        <translation type="vanished">Obraz</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="268"/>
        <location filename="../qt/ui_render_window.h" line="14113"/>
        <source>File</source>
        <translation>Plik</translation>
    </message>
    <message>
        <source>View</source>
        <translation type="vanished">Widok</translation>
    </message>
    <message>
        <source>About</source>
        <translation type="vanished">O programie</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="312"/>
        <location filename="../qt/ui_render_window.h" line="14116"/>
        <source>Edit</source>
        <translation>Edycja</translation>
    </message>
    <message>
        <source>Image adjustments</source>
        <translation type="vanished">Ustawienia obrazu</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="402"/>
        <location filename="../qt/ui_render_window.h" line="14118"/>
        <source>Image resolution</source>
        <translation>Rozdzielczość obrazu</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="434"/>
        <location filename="../qt/ui_render_window.h" line="14120"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Height of rendered image in pixel&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;Wysokość renderowanego obrazu w pikselach&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="475"/>
        <location filename="../qt/ui_render_window.h" line="14122"/>
        <source>Image width:</source>
        <translation>Szerokość obrazu:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="482"/>
        <location filename="../qt/ui_render_window.h" line="14123"/>
        <source>Image height:</source>
        <translation>Wysokość obrazu:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="520"/>
        <location filename="../qt/ui_render_window.h" line="14125"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Width of rendered image in pixel&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;Szerokość renderowanego obrazu w pikselach&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="536"/>
        <location filename="../qt/ui_render_window.h" line="14127"/>
        <source>Image proportion:</source>
        <translation>Proporcje obrazu:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="571"/>
        <location filename="../qt/ui_render_window.h" line="14132"/>
        <source>Free</source>
        <translation>Dowolne</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="576"/>
        <location filename="../qt/ui_render_window.h" line="14133"/>
        <source>1:1</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="581"/>
        <location filename="../qt/ui_render_window.h" line="14134"/>
        <source>4:3</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="586"/>
        <location filename="../qt/ui_render_window.h" line="14135"/>
        <source>3:2</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="591"/>
        <location filename="../qt/ui_render_window.h" line="14136"/>
        <source>16:9</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="596"/>
        <location filename="../qt/ui_render_window.h" line="14137"/>
        <source>16:10</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="601"/>
        <location filename="../qt/ui_render_window.h" line="14138"/>
        <source>2:1</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="614"/>
        <location filename="../qt/ui_render_window.h" line="14146"/>
        <source>Presets</source>
        <translation>Predefiniowane</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="649"/>
        <location filename="../qt/ui_render_window.h" line="14147"/>
        <source>4096×2160</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="662"/>
        <location filename="../qt/ui_render_window.h" line="14148"/>
        <source>1280x720</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="675"/>
        <location filename="../qt/ui_render_window.h" line="14149"/>
        <source>1920x1080</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="688"/>
        <location filename="../qt/ui_render_window.h" line="14150"/>
        <source>7680×4320</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="701"/>
        <location filename="../qt/ui_render_window.h" line="14151"/>
        <source>720x480</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="714"/>
        <location filename="../qt/ui_render_window.h" line="14152"/>
        <source>2560x1440</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="727"/>
        <location filename="../qt/ui_render_window.h" line="14153"/>
        <source>320x240</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="740"/>
        <location filename="../qt/ui_render_window.h" line="14154"/>
        <source>800x600</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="753"/>
        <location filename="../qt/ui_render_window.h" line="14155"/>
        <source>1600x1200</source>
        <translation></translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="874"/>
        <location filename="../qt/ui_render_window.h" line="14181"/>
        <source>Picture</source>
        <translation>Korekcja obrazu</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="956"/>
        <location filename="../qt/ui_render_window.h" line="14192"/>
        <source>Gamma:</source>
        <translation>Gamma:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="991"/>
        <location filename="../qt/render_window.ui" line="5092"/>
        <location filename="../qt/ui_render_window.h" line="14198"/>
        <location filename="../qt/ui_render_window.h" line="14653"/>
        <source>Brightness:</source>
        <translation>Jasność:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1033"/>
        <location filename="../qt/ui_render_window.h" line="14199"/>
        <source>Contrast:</source>
        <translation>Kontrast:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1058"/>
        <location filename="../qt/ui_render_window.h" line="14201"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;High dynamic range effect. Reduces brightness of the brightest pixels to prevent oversaturation.&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;Efekt HDR (High dynamic range). Redukuje jasność najjaśniejszych pikseli aby zapobiec prześwietleniu.&lt;/p&gt;&lt;p&gt;Użyj przycisk &lt;span style=&quot; font-style:italic;&quot;&gt;Nanieś zmiany&lt;/span&gt; aby zaktualizować obraz&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1061"/>
        <location filename="../qt/ui_render_window.h" line="14203"/>
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        <source>Fulldome</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>RENDER</source>
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        <source>x:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection of camera / target movement mode&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Move camera and target&lt;/span&gt; - moves camera and target by the same distance&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/move camera and target.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Move camera&lt;/span&gt; - moves only camera. Target stays in the same prace. Camera rotates to look at stationary target.&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/move only camera.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;Move target - moves only target. Camera stays in the same place. Camera rotates to look at moving target.&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/move only target.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Przesuwa kamerę lub cel w prawo o dystans ustawiony parametrem &lt;span style=&quot; font-style:italic;&quot;&gt;krok&lt;/span&gt;.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>step:</source>
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        <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>
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    <message>
        <source>Reflection:</source>
        <translation type="vanished">Odbicia:</translation>
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        <source>Specularity:</source>
        <translation type="vanished">Odblaski:</translation>
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        <source>Ambient occlusion</source>
        <translation>Światło rozproszone</translation>
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        <location filename="../qt/ui_render_window.h" line="14474"/>
        <source>Fast AO tune:</source>
        <translation>Dostrojenie szybkiego:</translation>
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        <source>Quality:</source>
        <translation>Jakość:</translation>
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        <source>Type:</source>
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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>Przestrzeń obrazu (SSAO)</translation>
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        <source>Light map texture:</source>
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        <translation type="vanished">Pobierz kolory z obrazka...</translation>
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(click to edit)</source>
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        <location filename="../qt/ui_render_window.h" line="14493"/>
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        <source>Texture path:</source>
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        <source>Ray-tracing</source>
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        <source>Reflections depth:</source>
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        <location filename="../qt/ui_render_window.h" line="14418"/>
        <source>Depth of field</source>
        <translation>Głębia ostrości</translation>
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        <location filename="../qt/ui_render_window.h" line="14419"/>
        <source>Focus distance:</source>
        <translation>Ogniskowa:</translation>
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        <source>Radius:</source>
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        <source>Update image</source>
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        <location filename="../qt/ui_render_window.h" line="14449"/>
        <source>Set focus distance by mouse</source>
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        <source>Volumetric</source>
        <translation>Objętościowe</translation>
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        <source>Basic fog</source>
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        <source>Color:</source>
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        <source>PushButton</source>
        <translation></translation>
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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;Wymuszenie proporcji obrazu&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Wstępne ustawienia wielkości renderowanego obrazu&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;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;Ustawienia obrazu. Mogą być zmienione po zakończeniu renderowania.&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;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;Kontrast obrazu&lt;/p&gt;&lt;p&gt;Użyj przycisku &lt;span style=&quot; font-style:italic;&quot;&gt;Nanieś zmiany&lt;/span&gt; aby zaktualizować obraz&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_render_window.h" line="14188"/>
        <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 obrazu&lt;/p&gt;&lt;p&gt;Użyj przycisku &lt;span style=&quot; font-style:italic;&quot;&gt;Nanieś zmiany&lt;/span&gt; aby zaktualizować obraz&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 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;Jasność obrazu&lt;/p&gt;&lt;p&gt;Użyj przycisku &lt;span style=&quot; font-style:italic;&quot;&gt;Nanieś zmiany&lt;/span&gt; aby zaktualizować obraz&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_render_window.h" line="14205"/>
        <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;Nanieś zmiany ustawień obrazu&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;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;Pole widzenia kamery. Wyższa wartość daje szersze pole widzenia.&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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        <location filename="../qt/ui_render_window.h" line="14244"/>
        <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;Rozpoczyna renderowanie na podstawie aktualnych ustawień&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <location filename="../qt/ui_render_window.h" line="14256"/>
        <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;Przerwanie renderowania&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <location filename="../qt/ui_render_window.h" line="14128"/>
        <source>×2</source>
        <translation>×2</translation>
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    <message>
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        <source>÷2</source>
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        <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;Te parametry i przyciski kontrolują pozycję kamery i punktu, na który kamera spogląda, zwanego celem&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>
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        <location filename="../qt/ui_render_window.h" line="14265"/>
        <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;Współrzędne kamery&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <location filename="../qt/ui_render_window.h" line="14272"/>
        <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;Współrzędne celu&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <location filename="../qt/ui_render_window.h" line="14279"/>
        <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;Ustawia kamerę z dala od fraktala, przy zachowaniu aktualnego kąta obrotu kamery.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <location filename="../qt/ui_render_window.h" line="14333"/>
        <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;Sterowanie obrotem kamery wokół trzech prostopadłych do siebie osi.&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;źródło: &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;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="2503"/>
        <location filename="../qt/ui_render_window.h" line="14338"/>
        <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;Odchylenie w lewo&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="2541"/>
        <location filename="../qt/ui_render_window.h" line="14342"/>
        <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;Pochylenie w górę&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="2573"/>
        <location filename="../qt/ui_render_window.h" line="14346"/>
        <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;Odchylenie w prawo&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="2637"/>
        <location filename="../qt/ui_render_window.h" line="14354"/>
        <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;Przechylenie w lewo&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="2669"/>
        <location filename="../qt/ui_render_window.h" line="14358"/>
        <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;Pochylenie w dół&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="2733"/>
        <location filename="../qt/ui_render_window.h" line="14363"/>
        <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;Krok obrotu wyrażony w stopniach&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="2772"/>
        <location filename="../qt/ui_render_window.h" line="14373"/>
        <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;Tryby obrotu kamery&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-style:italic;&quot;&gt;Obracanie kamery&lt;/span&gt; - obraca kamerę poprzez przesuwanie celu wokół kamery&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;Obrót wokół celu - obraca kamerę poprzez przesuwanie kamery wokół celu&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="2860"/>
        <location filename="../qt/ui_render_window.h" line="14385"/>
        <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Obrót kamery wokół osi odchylenia (lewo &amp;lt;-&amp;gt; prawo)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="2880"/>
        <location filename="../qt/ui_render_window.h" line="14389"/>
        <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;Obrót kamery wokół osi pochylenia (góra &amp;lt;-&amp;gt; dół)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="2900"/>
        <location filename="../qt/ui_render_window.h" line="14393"/>
        <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;Obrót kamery względem osi przechylenia (obraca obraz w lewo &amp;lt;-&amp;gt; prawo)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Material</source>
        <translation type="vanished">Materiał</translation>
    </message>
    <message>
        <source>Color of volume:</source>
        <translation type="vanished">Kolor wnętrza:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="3810"/>
        <location filename="../qt/ui_render_window.h" line="14477"/>
        <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;Intensywność światła rozproszonego&lt;/p&gt;&lt;p&gt;przykład efektu:&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>
        <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 type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;efekt odblasków&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;odblaski 0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;odblaski 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>
        <source>Transparency of volume:</source>
        <translation type="vanished">Przezroczystość wnętrza:</translation>
    </message>
    <message>
        <source>Transparency of surface:</source>
        <translation type="vanished">Przezroczystość powierzchni:</translation>
    </message>
    <message>
        <source>Index of refraction:</source>
        <translation type="vanished">Współczynnik załamania:</translation>
    </message>
    <message>
        <source>Fresnel&apos;s equations for reflectance</source>
        <translation type="vanished">Równanie Fresnela dla reflektancji</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="3749"/>
        <location filename="../qt/ui_render_window.h" line="14472"/>
        <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;Wybór metody obliczania światła rozproszonego&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="3696"/>
        <location filename="../qt/ui_render_window.h" line="14461"/>
        <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;Ten parametr kontroluje jasność Szybkiego efektu światła rozproszonego&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;Coloring of fractal surface&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;Kolorowanie powierzchni fraktala&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;Random seed for palette generator&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;Zarodek losowy generatora palety kolorów&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;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 type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Nasycenie kolorów losowej palety kolorów &lt;/p&gt;&lt;p&gt;Aby nanieść zmianę nasycenia kolorów, kliknij na &lt;span style=&quot; font-style:italic;&quot;&gt;Generowanie nowej palety&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;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 type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Szybkość koloru kontroluje z jaką częstotliwością mają się zmieniać kolory&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;szybkość 0.3&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;szybkość 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;szybkość 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>
        <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 type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pobranie palety kolorów z wybranego obrazka&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;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 type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ilość kolorów użyta w palecie kolorów.&lt;/p&gt;&lt;p&gt;Aby nanieść zmiany w wielkości palety, kliknij na &lt;span style=&quot; font-style:italic;&quot;&gt;Generowanie nowej palety&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;Shift of color palette&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;Przesunięcie palety kolorów&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;Generate new random seed and palette&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;Losowanie nowej palety kolorów&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="2915"/>
        <location filename="../qt/ui_render_window.h" line="14396"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Sweet spot position used especially for fuldome images or animations.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pozycja &apos;sweet spot&apos;, używanego przede wszystkim w obrazach i animacjach fulldome (planetarium)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="2918"/>
        <location filename="../qt/ui_render_window.h" line="14398"/>
        <source>Sweet spot angle:</source>
        <translation>Kąt &apos;sweet spot&apos;:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="3029"/>
        <location filename="../qt/ui_render_window.h" line="14403"/>
        <source>horizontal:</source>
        <translation>poziomy:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="3039"/>
        <location filename="../qt/ui_render_window.h" line="14404"/>
        <source>vertical:</source>
        <translation>pionowy:</translation>
    </message>
    <message>
        <source>Coloring algorithm:</source>
        <translation type="vanished">Algorytm kolorowania:</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Direction vector of line in orbit trap algorithm for coloring&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;Wektor kierunku linii w algorytmie pułapek orbit dla kolorowania&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>Orbit trap
sphere radius:</source>
        <translation type="vanished">Pułapka orbit
promień sfery:</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection between different coloring algorithms based on orbit trap calculation.&lt;/p&gt;&lt;p&gt;- Standard: orbit trap defined as a point at origin&lt;/p&gt;&lt;p&gt;- orbit trap: z.Dot(point): orbit trap defined as point at actual calculated fractal coordinates&lt;/p&gt;&lt;p&gt;- orbit trap: Sphere: orbit trap defined as a sphere surface&lt;/p&gt;&lt;p&gt;- orbit trap: Cross: orbit trap defined as a cross&lt;/p&gt;&lt;p&gt;- orbit trap: Line: orbit trap defined as a line in given direction&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;Wybór między różnymi algorytmami kolorowania bazującymi na obliczaniu pułapek orbit&lt;/p&gt;&lt;p&gt;- Standardowy: pułapka orbit zdefiniowana jako punkt na początku okładu współrzędnych&lt;/p&gt;&lt;p&gt;- pułapka orbit: z.Dot(point): pułapka orbit zdefiniowana jako iloczyn skalarny wektora &lt;i&gt;z&lt;/i&gt; i wektora punktu&lt;/p&gt;&lt;p&gt;- pułapka orbit: Sfera: pułapka orbit zdefiniowana jako sfera&lt;/p&gt;&lt;p&gt;- pułapka orbit: Krzyż: pułapka orbit zdefiniowana jako krzyż o ramionach skierowanych wzdłuż osi układu współrzędnych&lt;/p&gt;&lt;p&gt;- pułapka orbit: Linia: pułapka orbit zdefiniowana jako linia w podanym kierunku&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <source>Standard</source>
        <translation type="vanished">Standardowy</translation>
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    <message>
        <source>orbit trap: z.Dot(point)</source>
        <translation type="vanished">pułapka orbit: z.iloczynSkalarny(punkt)</translation>
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    <message>
        <source>orbit trap: Sphere</source>
        <translation type="vanished">pułapka orbit: Sfera</translation>
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    <message>
        <source>orbit trap: Cross</source>
        <translation type="vanished">pułapka orbit: Krzyż</translation>
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    <message>
        <source>orbit trap: Line</source>
        <translation type="vanished">pułapka orbit: Linia</translation>
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    <message>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Radius of sphere in orbit trap algorithm for coloring&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;Promień sfery w algorytmie pułapek orbit dla kolorowania&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Orbit trap line
direction vector:</source>
        <translation type="vanished">Linia pułapki orbit
kierunek wektora:</translation>
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        <location filename="../qt/ui_render_window.h" line="14410"/>
        <source>Ray-traced reflections and transparency</source>
        <translation>Śledzenie promieni światła dla odbić i przezroczystości</translation>
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        <location filename="../qt/render_window.ui" line="3300"/>
        <location filename="../qt/ui_render_window.h" line="14416"/>
        <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;Głębia ostrości jest efektem w którym obiekty w pewnym zakresie odległości są ostre, a obiekty bliżej lub dalej wyglądają na rozmyte&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_render_window.h" line="14422"/>
        <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;To jest dystans dla którego obiekty wyglądają ostro.&lt;/p&gt;&lt;p&gt;Dystans może być ustawiony przyciskiem &lt;span style=&quot; font-style:italic;&quot;&gt;Ustaw ogniskową za pomocą myszy&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;mały dystans ostrości&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;duży dystans ostrości&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>
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    <message>
        <location filename="../qt/render_window.ui" line="3412"/>
        <location filename="../qt/render_window.ui" line="3541"/>
        <location filename="../qt/ui_render_window.h" line="14425"/>
        <location filename="../qt/ui_render_window.h" line="14438"/>
        <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;Intensywność efektu głębi ostrości (średni promień rozmycia)&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;promień = 10&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;promień = 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>
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    <message>
        <location filename="../qt/render_window.ui" line="3446"/>
        <location filename="../qt/ui_render_window.h" line="14430"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use DOF algorithm based on floating point image buffer.&lt;/p&gt;&lt;p&gt;This mode cannot be used together with SSAO effect.&lt;/p&gt;&lt;p&gt;When effect is already rendered there is no possibility to adjust image brightness, contrast and gamma.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Użyj efektu głębi ostrości bazującego na buforze zmiennoprzecinkowym&lt;/p&gt;&lt;p&gt;Ten tryb nie może być użyty razem z efektem SSAO&lt;/p&gt;&lt;p&gt;Kiedy efekt jest już zrenderowany, nie można zmienić jasności, kontrastu lub gammy obrazu.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="3449"/>
        <location filename="../qt/ui_render_window.h" line="14432"/>
        <source>Use HDR version of DOF effect
(not possible to use together with SSAO.
Disables &apos;Update image&apos; options)</source>
        <translation>Użyj wersji HDR efektu głębi ostrości
(nie można użyć razem z efektem SSAO.
Dezaktywuje opcję &apos;Nanieś zmiany&apos;)</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="3577"/>
        <location filename="../qt/ui_render_window.h" line="14443"/>
        <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;Aktualizacja obrazu po zmianie ustawień głębi ostrości. Może być aktualizowane po zakończeniu renderowania obrazu.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="4036"/>
        <location filename="../qt/ui_render_window.h" line="14499"/>
        <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;Uaktywnia efekt mgły. Gęstość mgły jest taka sama w całej przestrzeni.&lt;/p&gt;&lt;p&gt;Przykład:&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>
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        <location filename="../qt/render_window.ui" line="4093"/>
        <location filename="../qt/ui_render_window.h" line="14503"/>
        <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Zasięg widoczności mgły. Widoczność może być ustawiona przyciskiem &apos;&lt;span style=&quot; font-style:italic;&quot;&gt;Ustaw zasięg widoczności za pomocą myszy&apos;&lt;/span&gt; &lt;/p&gt;&lt;p&gt;Niższa wartość daje gęstszą mgłę,&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="4110"/>
        <location filename="../qt/ui_render_window.h" line="14507"/>
        <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;Kolor efektu mgły&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <location filename="../qt/ui_render_window.h" line="14510"/>
        <source>Visibility distance:</source>
        <translation>Zasięg widoczności:</translation>
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    <message>
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        <location filename="../qt/ui_render_window.h" line="14512"/>
        <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ustawianie zasięgu widoczności za pomocą wskaźnika myszy. Wskaż obiekt, które ma być najdalej widocznym.&lt;/p&gt;&lt;p&gt;Po użyciu nie zapomnij zmienić &lt;span style=&quot; font-style:italic;&quot;&gt;Nawigacja&lt;/span&gt; / &lt;span style=&quot; font-style:italic;&quot;&gt;Funkcja przycisku myszy&lt;/span&gt; aby kontynuować pracę z kamerą.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Set visibility distance by mouse</source>
        <translation>Ustaw zasięg widoczności za pomocą myszy</translation>
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        <location filename="../qt/ui_render_window.h" line="14516"/>
        <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Efekt poświaty bazujący na ilości kroków algorytmu śledzenia promieni&lt;/p&gt;&lt;p&gt;Przykład:&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>
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        <source>Glow</source>
        <translation>Poświata</translation>
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        <location filename="../qt/render_window.ui" line="4506"/>
        <location filename="../qt/render_window.ui" line="4713"/>
        <location filename="../qt/render_window.ui" line="4919"/>
        <location filename="../qt/ui_render_window.h" line="14519"/>
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        <source>Color #1:</source>
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        <source>Color #2:</source>
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        <location filename="../qt/ui_render_window.h" line="14522"/>
        <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;Kolor jasnych obszarów&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_render_window.h" line="14526"/>
        <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;Kolor ciemnych obszarów&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/render_window.ui" line="4233"/>
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        <source>Intensity:</source>
        <translation>Intensywność:</translation>
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        <location filename="../qt/ui_render_window.h" line="14531"/>
        <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;Intensywność efektu&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_render_window.h" line="14534"/>
        <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;Mgła, której gęstośc zależy od odległości od powierzchni fraktala.&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;Przykład dla dużych wartości odległości&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Przykład dla małych wartości odległości &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>
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        <source>Fog based on distance</source>
        <translation>Mgła bazująca na odległości</translation>
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        <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;Gęstość mgły. Większa wartość daje gęstszą mgłę. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4303"/>
        <location filename="../qt/ui_render_window.h" line="14540"/>
        <source>Fog distance factor:</source>
        <translation>Wsp. odległości mgły:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4310"/>
        <location filename="../qt/ui_render_window.h" line="14541"/>
        <source>Distance of color #2:</source>
        <translation>Odległość koloru #2:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4317"/>
        <location filename="../qt/ui_render_window.h" line="14542"/>
        <source>Distance of color #1:</source>
        <translation>Odległość koloru #1:</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="4349"/>
        <location filename="../qt/ui_render_window.h" line="14544"/>
        <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Maksymalna odległość of powierzchni fraktala, gdzie jest używany kolor #2 i minimalna, gdzie jest używany kolor #3.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4356"/>
        <location filename="../qt/ui_render_window.h" line="14547"/>
        <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;Kolor mgły, który jest używany od powierzchni fraktala do dystansu #1&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="4391"/>
        <location filename="../qt/ui_render_window.h" line="14551"/>
        <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;Maksymalny dystans od powierzchni fraktala, gdzie jest używany kolor #1&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4417"/>
        <location filename="../qt/ui_render_window.h" line="14553"/>
        <source>Density:</source>
        <translation>Gęstość:</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="4431"/>
        <location filename="../qt/ui_render_window.h" line="14556"/>
        <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;Kolor mgły, który jest używany między dystansem #1 i #2&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4441"/>
        <location filename="../qt/render_window.ui" line="4774"/>
        <location filename="../qt/render_window.ui" line="4936"/>
        <location filename="../qt/ui_render_window.h" line="14559"/>
        <location filename="../qt/ui_render_window.h" line="14609"/>
        <location filename="../qt/ui_render_window.h" line="14625"/>
        <source>Color #3:</source>
        <translation>Kolor #3:</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="4448"/>
        <location filename="../qt/ui_render_window.h" line="14561"/>
        <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;Kolor mgły, który jest używany dalej niż dystans #2&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="4464"/>
        <location filename="../qt/ui_render_window.h" line="14565"/>
        <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ustawia gęstość mgły zależną od odległości od powierzchni fraktala. Wyższa wartość daje mgłę, która sięga dalej od powierzchni fraktala.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4496"/>
        <location filename="../qt/ui_render_window.h" line="14568"/>
        <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;Obliczanie optymalnych ustawień dla efektu mgły.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="4499"/>
        <location filename="../qt/ui_render_window.h" line="14570"/>
        <source>Optimal distances calculation</source>
        <translation>Obliczenie optymalnych odległości</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="4521"/>
        <location filename="../qt/ui_render_window.h" line="14575"/>
        <source>Fog based on iteration count</source>
        <translation>Mgła bazująca na ilości iteracji</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="4550"/>
        <location filename="../qt/ui_render_window.h" line="14577"/>
        <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;Kolor #1 efektu mgły&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="4566"/>
        <location filename="../qt/ui_render_window.h" line="14581"/>
        <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Nie ma mgły w przestrzeni, gdzie ilość iteracji fraktala jest mniejsza niż ta wartość. Kiedy ta wartość jest wysoka wtedy mgła występuje tylko przy powierzchni fraktala .&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;przycięcie = 4&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;przycięcie = 6&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;przycięcie = 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>
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    <message>
        <location filename="../qt/render_window.ui" line="4601"/>
        <location filename="../qt/ui_render_window.h" line="14587"/>
        <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kolor #1 jest używany dla ilości iteracji większej niż ta wartość&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="4629"/>
        <location filename="../qt/ui_render_window.h" line="14592"/>
        <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;Nieprzezroczystość mgły. Wyższa wartość daje gęstszą mgłę&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;nieprzezroczystość = 1000&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;nieprzezroczystość = 4000&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;nieprzezroczystość = 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>
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    <message>
        <location filename="../qt/render_window.ui" line="4636"/>
        <location filename="../qt/ui_render_window.h" line="14595"/>
        <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;Kolor #3 efektu mgły&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="4703"/>
        <location filename="../qt/ui_render_window.h" line="14599"/>
        <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;Kolor #2 efektu mgły&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="4767"/>
        <location filename="../qt/ui_render_window.h" line="14608"/>
        <source>Opacity:</source>
        <translation>Nieprzezroczystość:</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="4781"/>
        <location filename="../qt/ui_render_window.h" line="14610"/>
        <source>Low iterations trim:</source>
        <translation>Przycięcie pierwszych iteracji:</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="4788"/>
        <location filename="../qt/ui_render_window.h" line="14611"/>
        <source>Max iter. for color#2:</source>
        <translation>Maks. iteracji dla koloru #2:</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="4795"/>
        <location filename="../qt/ui_render_window.h" line="14612"/>
        <source>Max iter. for color#1:</source>
        <translation>Maks. iteracji dla koloru #2:</translation>
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        <location filename="../qt/render_window.ui" line="4825"/>
        <location filename="../qt/ui_render_window.h" line="14654"/>
        <source>Background</source>
        <translation>Tło</translation>
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    <message>
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        <location filename="../qt/ui_render_window.h" line="14614"/>
        <source>Colored background</source>
        <translation>Kolorowe tło</translation>
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        <location filename="../qt/ui_render_window.h" line="14633"/>
        <source>Textured background</source>
        <translation>Teksturowane tło</translation>
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        <location filename="../qt/ui_render_window.h" line="14638"/>
        <source>Map type:</source>
        <translation>Typ mapowania:</translation>
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    <message>
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        <location filename="../qt/ui_render_window.h" line="14642"/>
        <source>Double hemisphere</source>
        <translation>Podwójna półsfera</translation>
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        <location filename="../qt/ui_render_window.h" line="14918"/>
        <source>Lights</source>
        <translation>Światła</translation>
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    <message>
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        <location filename="../qt/ui_render_window.h" line="14655"/>
        <source>Common light options</source>
        <translation>Wspólne ustawienia</translation>
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        <location filename="../qt/render_window.ui" line="5203"/>
        <location filename="../qt/ui_render_window.h" line="14659"/>
        <source>Cast shadows</source>
        <translation>Rzucanie cieni</translation>
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        <location filename="../qt/ui_render_window.h" line="14663"/>
        <source>Penetrating lights</source>
        <translation>Penetrujące światło</translation>
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        <location filename="../qt/ui_render_window.h" line="14664"/>
        <source>Main light source</source>
        <translation>Główne źródło światła</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="5274"/>
        <location filename="../qt/ui_render_window.h" line="14665"/>
        <source>Horizontal angle:</source>
        <translation>Kąt poziomy:</translation>
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    <message>
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        <location filename="../qt/render_window.ui" line="6427"/>
        <location filename="../qt/render_window.ui" line="7154"/>
        <location filename="../qt/ui_render_window.h" line="14687"/>
        <location filename="../qt/ui_render_window.h" line="14819"/>
        <location filename="../qt/ui_render_window.h" line="14886"/>
        <source>Size:</source>
        <translation>Wielkość:</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="5450"/>
        <location filename="../qt/ui_render_window.h" line="14693"/>
        <source>Vertical angle:</source>
        <translation>Kąt pionowy:</translation>
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    <message>
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        <location filename="../qt/ui_render_window.h" line="14699"/>
        <source>Soft shadow cone angle:</source>
        <translation>Kąt stożka miękkiego cienia:</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="5533"/>
        <location filename="../qt/render_window.ui" line="6498"/>
        <location filename="../qt/render_window.ui" line="7350"/>
        <location filename="../qt/ui_render_window.h" line="14700"/>
        <location filename="../qt/ui_render_window.h" line="14826"/>
        <location filename="../qt/ui_render_window.h" line="14905"/>
        <source>Visibility:</source>
        <translation>Widoczność:</translation>
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    <message>
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        <location filename="../qt/ui_render_window.h" line="14709"/>
        <source>Position relative to the camera</source>
        <translation>Pozycja względem kamery</translation>
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    <message>
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        <location filename="../qt/ui_render_window.h" line="14713"/>
        <source>Custom lights</source>
        <translation>Własne światła</translation>
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        <translation type="vanished">Światło #1</translation>
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    <message>
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        <location filename="../qt/render_window.ui" line="6014"/>
        <location filename="../qt/render_window.ui" line="6200"/>
        <location filename="../qt/render_window.ui" line="6389"/>
        <location filename="../qt/ui_render_window.h" line="14739"/>
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        <location filename="../qt/ui_render_window.h" line="14791"/>
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        <source>Place by mouse</source>
        <translation>Umieść myszą</translation>
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        <translation type="vanished">Światło #2</translation>
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    <message>
        <source>Light #3</source>
        <translation type="vanished">Światło #3</translation>
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    <message>
        <source>Light #4</source>
        <translation type="vanished">Światło #4</translation>
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    <message>
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        <location filename="../qt/ui_render_window.h" line="14818"/>
        <source>Custom lights options</source>
        <translation>Opcje dla własnych świateł</translation>
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    <message>
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        <location filename="../qt/ui_render_window.h" line="14821"/>
        <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;p&gt;This parameter also affects random lights.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Definiuje widoczność dodatkowych źródeł światła. Większa wartość daje jaśniejszy wygląd światła. Ten parametr nie zmienia światłości źródła światła.&lt;/p&gt;&lt;p&gt;Ten parametr wpływa także na losowe światła.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="6491"/>
        <location filename="../qt/ui_render_window.h" line="14824"/>
        <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;p&gt;This parameter also affects random lights.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Definiuje wielkość widocznych źródeł światła. Kiedy wartość jest duża, to światła wyglądają na większe.&lt;/p&gt;&lt;p&gt;Ten parametr wpływa także na losowe światła.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="6505"/>
        <location filename="../qt/ui_render_window.h" line="14827"/>
        <source>Placement distance
(by mouse):</source>
        <translation>Odległość umieszczania
(myszą):</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="6812"/>
        <location filename="../qt/ui_render_window.h" line="14850"/>
        <source>Volumetric lights</source>
        <translation>Światła objętościowe</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="6857"/>
        <location filename="../qt/ui_render_window.h" line="14851"/>
        <source>Visibility of light #2:</source>
        <translation>Widoczność światła #2:</translation>
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        <source>&amp;Rendering engine</source>
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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>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Powoduje, że fraktal jest pusty w środku. Można uzyskać interesujące rezultaty, gdy jest renderowany przekrój fraktala przy użyciu funkcji&lt;span style=&quot; font-style:italic;&quot;&gt;Granice (sześcian)&lt;/span&gt;. &lt;/p&gt;&lt;p&gt;Ten efekt renderuje się bardzo powoli, z powodu dużej ilości liczonych iteracji wewnątrz fraktala. Zalecane jest zredukowanie parametru Maksymalna ilość iteracji, aby przyspieszyć renderowanie.&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;tryb wnętrz włączony&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;tryb wnętrz wyłączony&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>
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        <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;Parametr Wygładzanie definiuje obszar uśredniania dla obliczania wektora normalnego powierzchni.&lt;/p&gt;&lt;p&gt;Wyższa wartość daje gładszą powierzchnię.&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;wygładzanie = 0.1&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;wygładzanie = 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;wygładzanie = 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;Im większa jest maksymalna ilość iteracji (&amp;quot;maxiter&amp;quot;), tym więcej detali jest widocznych na finalnym obrazie, i jednocześnie zrenderowanie obrazu zabiera więcej czasu. &lt;/p&gt;&lt;p&gt;Podczas standardowego renderowania algorytm &amp;quot;Estymacji Dystansu &amp;quot; ogranicza ilość potrzebnych iteracji (duża wartość nie zwiększa czasu renderowania)&lt;/p&gt;&lt;p&gt;Gdy &lt;span style=&quot; font-style:italic;&quot;&gt;Zatrzymanie na maksymalnej iteracji&lt;/span&gt; jest wybrane, to właśnie ten parametr kontroluje ilość detali.&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/ui_render_window.h" line="15787"/>
        <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;Określa ilość detali widocznych na powierzchni fraktala. Gdy jest ustawiona na 1.0, to najmniejszy widoczny detal ma wielkość 2 pikseli ekranowych.&lt;/p&gt;&lt;p&gt;Większa wartość daje bardziej szczegółowy obraz, ale spowalnia renderowanie.&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;</translation>
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        <location filename="../qt/ui_render_window.h" line="15823"/>
        <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;Określa zasięg widoczności. Wszystkie obiekty dalej położone nie będą widoczne&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;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 type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kiedy jest wyłączone, to program automatycznie redukuje ilość widocznych detali w najodleglejszych rejonach fraktala. Jeśli zbliżasz się do powierzchni fraktala, to program zwiększa ilość detali.&lt;/p&gt;&lt;p&gt;Gdy jest włączone to w każdym miejscu fraktala wielkość detali jest taka sama.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_render_window.h" line="15826"/>
        <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;Uaktywnia renderowanie przekrojów fraktala.&lt;/p&gt;&lt;p&gt;Przykład przekroju fraktala Buffalo:&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>Granice (prostopadłościan)</translation>
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        <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 type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Przełącza między pracą jako serwer also klient.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Serwer&lt;/span&gt; jest głównym programem w sieci. Kontroluje on proces renderowania, wysyła dane do klientów i zbiera od nich dane. &lt;br/&gt;Serwer łączy fragmenty obrazu odebrane od klientów i ostatecznie wyświetla cały obraz. Serwer także renderuje obraz.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Klient&lt;/span&gt; otrzymuje zadania od serwera. Renderuje tylko te fragmenty obrazu o które prosi serwer. Wyświetla on tylko fragmenty obrazu.&lt;/p&gt;&lt;p&gt;Aby rozpocząć renderowanie na wszystkich komputerach, wciśnij przycisk RENDERUJ na serwerze.&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;IP addres or name of computer where is launched Mandelbulber in server mode.&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;Adres IP lub nazwa komputera, gdzie jest uruchomiony Mandelbulber w trybie serwera.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <location filename="../qt/ui_render_window.h" line="15857"/>
        <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;Numer portu, który jest ustawiony w Mandelbulberze pracującym jako serwer.&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;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;Ustanowienie połączenia z serwerem.&lt;/p&gt;&lt;p&gt;Kiedy połączenie jest ustanowione, status powinien zmienić się na GOTOWY&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;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>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Numer portu TCP/IP, który będzie używany przez serwer. Ten port nie może być blokowany przez zaporę (firewall) i powinien być przepuszczany przez router&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;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>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rozpoczyna pracę Mandelbulbera jako serwer.&lt;/p&gt;&lt;p&gt;Po wciśnięciu tego przycisku, program zaczyna szukać klientów i łączyć się z nimi. &lt;/p&gt;&lt;p&gt;Jeśli połączenie z klientem jest ustanowione, wtedy jest on wyświetlany w tabeli poniżej &lt;/p&gt;&lt;p&gt;Aby połączyć się z klientem, po stronie klienta musi być wciśnięty przycisk &lt;i&gt;Połącz z serwerem&lt;/i&gt;.&lt;/p&gt;&lt;p&gt;Gdy wszystkie potrzebne komputery są już połączone, wtedy serwer jest gotowy do pracy. Gdy wciśniesz przycisk RENDERUJ, serwer i wszystkie klienty rozpoczną renderowanie tego samego obrazu.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>&amp;Animation</source>
        <translation>Animacja</translation>
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    <message>
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        <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;Wybór formatu zapisu obrazu dla klatek animacji.&lt;/p&gt;&lt;p&gt;Większa ilość ustawień formatu znajduje się w &lt;span style=&quot; font-style:italic;&quot;&gt;Plik/Ustawienia programu&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;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>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;To narzędzie służy do renderowania animacji lotu przez fraktale.&lt;/p&gt;&lt;p&gt;W trybie animacji lotu, kamera jest sterowana jak w symulatorze lotu. Jest rekomendowane użycie niskiej rozdzielczości obrazu, aby wydajność programu była lepsza. Trasa przelotu jest nagrywana.&lt;/p&gt;&lt;p&gt;Przycisk &lt;i&gt;Renderuj animację&lt;/i&gt; rozpoczyna renderowanie animacji na podstawie wcześniej zapamiętanej trasy przelotu. Do finalnego renderowania możesz użyć większej rozdzielczości obrazu.&lt;/p&gt;&lt;p&gt;Jest możliwe dodawanie dowolnych parametrów do animacji (jak potęga fraktala, pozycja światła, itp.) i ich edycja w tabeli. Aby dodać parametr do animacji, wciśnij prawym przyciskiem na polu edycyjnym wybranego parametru i z menu kontekstowego wybierz &lt;span style=&quot; font-style:italic;&quot;&gt;Dodaj do animacji lotu&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Animacja jest przechowywana w pliku z ustawieniami w formacie CSV, więc jest możliwa edycja animacji w narzędziach zewnętrznych (np. arkusz kalkulacyjny, edytor tekstu).&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;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;Rozpoczyna renderowanie wcześniej zarejestrowanej trasy lotu&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;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>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rozpoczyna nagrywanie trasy przelotu. &lt;/p&gt;&lt;p&gt; Jest rekomendowane użycie niskiej rozdzielczości obrazu, aby wydajność programu była lepsza.&lt;/p&gt;&lt;p&gt;Do sterowania lotem jest używany wskaźnik myszy. &lt;br/&gt;Przez poruszanie myszą możesz zmienić kierunek lotu.&lt;br/&gt;Lewy przycisk myszy zwięsza prędkość lotu a lewy ją zmniejsza.&lt;br/&gt;Klawiszami strzałek można przemieszczać kamerę w górę, dół, w prawo i w lewo (strafe)&lt;br/&gt;Klawisze Z i X obracają kamerę (roll)&lt;br/&gt;Spacja wstrzymuje (pauza) nagrywanie trasy przelotu. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="21365"/>
        <location filename="../qt/ui_render_window.h" line="15894"/>
        <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;Kasuje wszystkie zrenderowane klatki animacji z wybranego folderu (&lt;span style=&quot; font-style:italic;&quot;&gt;Klatki animacji&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;Odtwarza wcześniej zrenderowaną animację.&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;Kontynuuje nagrywanie wcześniej zastopowanego nagrywania trasy przelotu. Lot rozpocznie się od ostatniego punktu z tabeli i będzie kontynuowana w ostatnim kierunku i z ostatnią prędkością&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;Odświeża tabelę animacji i podglądy klatek.&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;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;Eksport animacji lotu do animacji z klatkami kluczowymi. Parametr &lt;span style=&quot; font-style:italic;&quot;&gt;Animacja z klatkami kluczowymi/klatek na klatkę kluczową&lt;/span&gt; decyduje co która klatka będzie wyeksportowana jako klatka kluczowa. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="21993"/>
        <location filename="../qt/render_window.ui" line="22372"/>
        <location filename="../qt/render_window.ui" line="23132"/>
        <location filename="../qt/ui_render_window.h" line="15977"/>
        <location filename="../qt/ui_render_window.h" line="16036"/>
        <location filename="../qt/ui_render_window.h" line="16144"/>
        <source>EXR</source>
        <translation>EXR</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;Ścieżka do miejsca, gdzie będą przechowywane zrenderowane klatki animacji.&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;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;Decyduje jak ma byc obliczana prędkość kamery.&lt;/p&gt;&lt;p&gt;W trybie &lt;span style=&quot; font-style:italic;&quot;&gt;Według odległości&lt;/span&gt;, prędkość kamery będzie malała podczas zbliżania się do powierzchni fraktala. Ten tryb pomaga Ci nie zderzyć się z fraktalem. W tym trybie możesz nadal kontrolować prędkość za pomocą parametru&lt;span style=&quot; font-style:italic;&quot;&gt;Prędkość&lt;/span&gt; i przyciskami myszy.&lt;/p&gt;&lt;p&gt;W trybie &lt;i&gt;Stała&lt;/i&gt;, prędkość kamery zależy tylko od parametru &lt;span style=&quot; font-style:italic;&quot;&gt;Prędkość&lt;/span&gt; i może być zmieniana przyciskami myszy.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <location filename="../qt/ui_render_window.h" line="15930"/>
        <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;Kontroluje prędkość lotu. &lt;/p&gt;&lt;p&gt;Jak podczas lotu wciśniesz lewy przycisk myszy, to prędkość zostanie zwiększona&lt;/p&gt;&lt;p&gt;Jak wciśniesz prawy przycisk, prędkość będzie zwiększona.&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>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Bezwładność kamery. &lt;/p&gt;&lt;p&gt;Większa bezwładność sprawia, że lot jest bardziej płynny, ale może utrudnić zmianę prędkości i kierunku lotu.&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;Ten parametr kontroluje czas przeznaczany na renderowanie jednej klatki podczas nagrywania trasy lotu. Wyższa wartość skutkuje wolniejszym renderowaniem ale obraz zawiera więcej detali.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="21769"/>
        <location filename="../qt/ui_render_window.h" line="15946"/>
        <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;Prędkość obrotu kamery&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;Aktywuje renderowanie podglądów w tabeli animacji&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="21820"/>
        <location filename="../qt/ui_render_window.h" line="15956"/>
        <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;Prędkość przechylania kamery&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;Ten parametr powinien być aktywny jeśli planujesz nagrywanie trasy przelotu na raty. Pozwala on na kontynuowanie lotu z taką samą prędkością i kierunkiem jak na ostatniej klatce.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="22100"/>
        <location filename="../qt/ui_render_window.h" line="15989"/>
        <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;Umieszcza klatkę kluczową przed zaznaczoną.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="22140"/>
        <location filename="../qt/ui_render_window.h" line="15997"/>
        <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;Dodaj klatkę kluczową na końcu&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;Odtwarza wcześniej zrenderowaną animację.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="22180"/>
        <location filename="../qt/ui_render_window.h" line="16005"/>
        <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;Rozpoczęcie renderowania animacji&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;Eksportuje wszystkie klatki kluczowe do &lt;span style=&quot; font-style:italic;&quot;&gt;Animacji lotu&lt;/span&gt;. Wszystkie klatki kluczowe zostaną interpolowane. &lt;/p&gt;&lt;p&gt;To narzędzie pozwoli na edycję każdej klatki animacji oddzielnie w edytorze &lt;i&gt;Animacji lotu&lt;/i&gt; (lub w zewnętrznym edytorze plików 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;Kasuje wszystkie zrenderowane klatki animacji z wybranego folderu (&lt;span style=&quot; font-style:italic;&quot;&gt;Klatki animacji&lt;/span&gt;). &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <location filename="../qt/ui_render_window.h" line="16025"/>
        <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;Sprawdzanie czy nie ma kolizji pomiędzy kamerą i fraktalem na wszystkich zinterpolowanych klatkach animacji.&lt;/p&gt;&lt;p&gt;Kolizja jest zdefiniowana jako zdarzenie, gdzie odległość między kamerą a fraktalem jest mniejsza niż parametr &lt;span style=&quot; font-style:italic;&quot;&gt;odległość kolizji&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="22279"/>
        <location filename="../qt/ui_render_window.h" line="16027"/>
        <source>Validate</source>
        <translation>Sprawdź</translation>
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    <message>
        <source>collission distance:</source>
        <translation type="vanished">odległość kolizji:</translation>
    </message>
    <message>
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        <location filename="../qt/ui_render_window.h" line="16046"/>
        <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ten parametr ustala ile klatek będzie interpolowanych pomiędzy kolejnymi klatkami kluczowymi. &lt;/p&gt;&lt;p&gt;Całkowita ilość klatek animacji jest równa &apos;ilość klatek animacji&apos; pomnożona przez &apos;klatek na klatkę kluczową&apos; &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="22423"/>
        <location filename="../qt/ui_render_window.h" line="16049"/>
        <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>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Aktywuje renderowanie podglądów w tabeli animacji&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <location filename="../qt/ui_render_window.h" line="16051"/>
        <source>Show keyframe preview thumbnails</source>
        <translation>Pokaż miniaturki klatek kluczowych</translation>
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    <message>
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        <location filename="../qt/ui_render_window.h" line="16062"/>
        <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;Minimalna odległość pomiędzy kamerą i fraktalem, która jest dozwolona podczas użycia funkcji &lt;span style=&quot; font-style:italic;&quot;&gt;Sprawdź&lt;/span&gt; (detekcja kolizji)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt; </translation>
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    <message>
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        <location filename="../qt/ui_render_window.h" line="16065"/>
        <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;Uaktywnia sprawdzanie występowania kolizji przed rozpoczęciem renderowania animacji.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <location filename="../qt/ui_render_window.h" line="16067"/>
        <source>Validate before render</source>
        <translation>Sprawdź przed renderowaniem</translation>
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        <location filename="../qt/ui_render_window.h" line="16076"/>
        <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>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ustawia tą samą odległość między kamerą i celem dla wszystkich klatek kluczowych. Nie modyfikuje to pozycji kamery i jej obrotu, czyli nie zmienia ścieżki ruchu kamery. Powoduje natomiast, że obrót kamery w animacji będzie płynniejszy.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <location filename="../qt/ui_render_window.h" line="16071"/>
        <source>Set the same
camera target
distance for all
keyframes</source>
        <translation>Ustaw tą samą
odległość celu
od kamery dla
wszystkich klatek</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="22742"/>
        <location filename="../qt/ui_render_window.h" line="16079"/>
        <source>&amp;Statistics</source>
        <translation>Statystyki</translation>
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    <message>
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        <location filename="../qt/ui_render_window.h" line="16080"/>
        <source>Histogram of fractal iteration count</source>
        <translation>Histogram ilości iteracji funkcji fraktala</translation>
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    <message>
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        <location filename="../qt/ui_render_window.h" line="16085"/>
        <source>Total number of iterations</source>
        <translation>Całkowita ilość iteracji</translation>
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        <location filename="../qt/render_window.ui" line="22894"/>
        <location filename="../qt/ui_render_window.h" line="16087"/>
        <source>Number of iterations per pixel</source>
        <translation>Ilość iteracji na piksel</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="22899"/>
        <location filename="../qt/ui_render_window.h" line="16089"/>
        <source>Number of iterations per second</source>
        <translation>Ilość iteracji na sekundę</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="22904"/>
        <location filename="../qt/ui_render_window.h" line="16091"/>
        <source>Distance estimation algorithm</source>
        <translation>Algorytm estymacji dystansu</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="22909"/>
        <location filename="../qt/ui_render_window.h" line="16093"/>
        <source>Percentage of wrong distance estimations</source>
        <translation>Procent źle policzonych estymacji dystansu</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="22914"/>
        <location filename="../qt/ui_render_window.h" line="16095"/>
        <source>Distance of camera to fractal surface</source>
        <translation>Odległość kamery od powierzchni fraktala</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="22919"/>
        <location filename="../qt/ui_render_window.h" line="16083"/>
        <source>Value</source>
        <translation>Wartość</translation>
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        <location filename="../qt/render_window.ui" line="22924"/>
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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>&amp;Queue</source>
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        <source>Remove orphaned</source>
        <translation>Usuń osierocone</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Render all unfinished elements in the queue list.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Render queue</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Add orphaned files from filesystem.&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;Dodaj osierocone pliki z folderu &apos;queue&apos; do listy&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Add orphaned</source>
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        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Tworzy plik z ustawieniami z aktualnych ustawień programu, zapisuje go do folderu &apos;mandelbulber/queue&apos; i dodaje element do listy&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Add current settings</source>
        <translation>Dodaj aktualne ustawienia</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Copies the selected source file to the queue folder and adds the entry to the queue list.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kopiuje wybrany plik z ustawieniami do folderu &apos;mandelbulber/queue&apos; i dodaje go do listy.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Add from file</source>
        <translation>Dodaj z pliku</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Terminate rendering of queue.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Przerywa renderowanie kolejki.&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;Selection for image format for still images&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 type="obsolete">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Wybór formatu pliku obrazu&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;</translation>
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        <source>Image file format:</source>
        <translation>Format zapisu obrazów:</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables rendering of queue previews in the queue table.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Uaktywnia renderowanie miniatur w tabeli kolejki&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Show Queue thumbnails</source>
        <translation>Pokaż miniatury w kolejce</translation>
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        <source>Preview</source>
        <translation>Podgląd</translation>
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        <source>&amp;Measurement</source>
        <translation>Pomiar</translation>
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        <source>Get point by mouse pointer</source>
        <translation>Pobierz punkt wskaźnikiem myszy</translation>
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        <source>Distance from last point:</source>
        <translation>Odległość od ostatniego punktu:</translation>
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        <source>Distance from camera:</source>
        <translation>Odległość od kamery:</translation>
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        <source>&amp;Save as JPG...</source>
        <translation>Zapisz jako JPG...</translation>
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        <source>Save &amp;as PNG...</source>
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        <source>Save as &amp;PNG 16 bit...</source>
        <translation>Zapisz jako PNG 16-bit...</translation>
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        <source>Save as PNG &amp;16 bit with alpha channel</source>
        <translation>Zapisz jako PNG 16-bit z kanałem alfa</translation>
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        <source>&amp;Load settings...</source>
        <translation>Wczytaj ustawienia...</translation>
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        <source>Load settings &amp;from clipboard...</source>
        <translation>Wczytaj ustawienia ze schowka...</translation>
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        <source>Save settings &amp;to clipboard</source>
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        <translation>Ustawienia programu</translation>
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        <source>&amp;Quit</source>
        <translation>Wyjście</translation>
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        <source>&amp;Save window state</source>
        <translation>Zapisz układ okna</translation>
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        <source>&amp;Default docks positions</source>
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        <source>About &amp;Qt</source>
        <translation>O Qt...</translation>
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    <message>
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        <location filename="../qt/ui_render_window.h" line="14071"/>
        <source>About &amp;Third Party</source>
        <translation>O osobach trzecich...</translation>
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        <source>&amp;About Mandelbulber</source>
        <translation>O Mandelbulber...</translation>
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        <location filename="../qt/ui_render_window.h" line="14073"/>
        <source>&amp;Undo</source>
        <translation>Cofnij</translation>
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        <source>&amp;Redo</source>
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        <source>&amp;Import settings from old Mandelbulber (v1.21)...</source>
        <translation>Zaimportuj ustawienia ze starego Mandelbulber (v1.21)...</translation>
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        <source>Load &amp;example...</source>
        <translation>Wczytaj przykład...</translation>
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        <source>Show &amp;animation dock</source>
        <translation>Wyświetl dok z animacją</translation>
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        <source>Show &amp;gamepad dock</source>
        <translation>Wyświetl dok gamepadem</translation>
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        <location filename="../qt/ui_render_window.h" line="14082"/>
        <source>Show &amp;queue dock</source>
        <translation>Pokaż dok z kolejką</translation>
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        <source>Show &amp;Info dock</source>
        <translation>Pokaż dok z informacjami</translation>
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        <source>Show &amp;toolbar</source>
        <translation>Pokaż pasek narzędzi</translation>
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        <source>Sta&amp;ck all docks</source>
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        <source>S&amp;how statistics</source>
        <translation>Pokaż statystyki</translation>
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        <source>Save as &amp;EXR</source>
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        <source>X-axis rotation:</source>
        <translation>Obrót oś-X:</translation>
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        <translation type="vanished">pozycja fraktala:</translation>
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        <source>Z-axis rotation:</source>
        <translation>Obrót oś-Z:</translation>
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        <source>Y-axis rotation:</source>
        <translation>Obrót oś-Y:</translation>
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        <source>top right back corner:</source>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Przezroczystość powierzchni fraktala&lt;/p&gt;&lt;p&gt;Aby użyć ten efekt, uaktywnij &lt;i&gt;Śledzenie promieni światła dla odbić i przezroczystości&lt;/i&gt; w zakładce &lt;span style=&quot; font-style:italic;&quot;&gt;Śledzenie promieni.&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Przezroczystość wnętrza fraktala.&lt;/p&gt;&lt;p&gt;Aby użyć ten efekt, uaktywnij &lt;i&gt;Śledzenie promieni światła dla odbić i przezroczystości&lt;/i&gt; w zakładce &lt;span style=&quot; font-style:italic;&quot;&gt;Śledzenie promieni.&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;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;Mapowanie środowiskowe jest techniką oświetlenia bazującą na obrazie, do symulowania wyglądu odblaskowej powierzchni poprzez użycie wcześniej przygotowanej tekstury. Tekstura jest używana do przechowywania wyglądu odległego otoczenia renderowanego obiektu.&lt;/p&gt;&lt;p&gt;Do regulacji intensywności efektu użyj parametru&lt;span style=&quot; font-style:italic;&quot;&gt;Odbicia&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;File-path to reflection map image .&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;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;Uaktywnienie obliczania odbić i przezroczystości algorytmem śledzenia promieni. Reflektancja może być ustawiona parametrem&lt;span style=&quot; font-style:italic;&quot;&gt;Materiał/Odbicia. &lt;/span&gt;Ustawienia przezroczystości są na tej samej zakładce co parametry odbicia.&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;Maksymalna ilość odbić promienia światła, która jest obliczana dla danego piksela.&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;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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ustawianie ostrości za pomocą wskaźnika myszy. &lt;/p&gt;&lt;p&gt;Kliknij na tym przycisku a następnie wskaż obiekt, który ma wyglądać ostro.&lt;/p&gt;&lt;p&gt;Po użyciu tej funkcji nie zapomnij zmienić funkcji przycisku myszy (&lt;span style=&quot; font-style:italic;&quot;&gt;Dół okna renderowania&lt;/span&gt; / &lt;span style=&quot; font-style:italic;&quot;&gt;Funkcja przycisku myszy&lt;/span&gt;) aby kontynuować pracę z kamerą.&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;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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Efekt mgły, w którym gęstość mgły zależy od ilości iteracji funkcji fraktala. Mgła jest gęstsza tam, gdzie jest większa ilość iteracji.&lt;/p&gt;&lt;p&gt;Na mgle są widoczne cienie i sama też rzuca cień na powierzchnię fraktala i na samą siebie.&lt;/p&gt;&lt;p&gt;Przykład mgły z dodatkowymi źródłami światła:&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;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color #2 is used for iteration count lower than this value. &lt;/p&gt;&lt;p&gt;Color #3 is used for iteration count greater than this value.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kolor #2 jest używany dla ilości iteracji mniejszych niż ta wartość. &lt;/p&gt;&lt;p&gt;Kolor #3 jest używany dla ilości iteracji większych niż ta wartość&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;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;Kolor tła na horyzoncie&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;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;Kolor tła w zenicie&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;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;Kolor tła w nadirze&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 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;Uaktywnia pokrywanie kulistego tła wybranym obrazem&lt;/p&gt;&lt;p&gt;Przykład:&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>
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        <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;Ścieżka do obrazu tła.Akceptowalne formaty obrazu to: BMP, GIF, JPG, PNG&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;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;Wybór jak tekstura będzie mapowana na kulistym tle&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Odwzorowanie walcowe równoodległościowe: &lt;br/&gt;&lt;/span&gt;&lt;span style=&quot; font-weight:400;&quot;&gt;Tekstura musi być przygotowana w odwzorowaniu walcowym równoodległościowym (equirectangular). Jest to najpopularniejszy format tekstur dedykowanych do mapowania na sferze.&lt;br/&gt;Przykład:&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;Podwójna półsfera:&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Tekstura musi być przygotowana jako para obrazów półsfer. Mapowanie jest takie samo jak &lt;span style=&quot; font-style:italic;&quot;&gt;Kopuła (Fulldome)&lt;/span&gt; (lub &lt;span style=&quot; font-style:italic;&quot;&gt;Rybie oko&lt;/span&gt;)&lt;br/&gt;Przykładowa tekstura z naniesionymi osiami i kierunkami:&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>
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        <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>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Jasność obrazu tła&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 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;Uaktywnia rzucanie cieni przez wszystkie źródła światła&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;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;Sprawia, że promienie światła penetrują wszystkie obiekty. Kiedy jest aktywne, to nawet w środku fraktala nie będzie zupełnie ciemno. &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;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;Ten parametr przemieszcza źródło światła w lewo / prawo&lt;/p&gt;&lt;p&gt;Kiedy &lt;span style=&quot; font-style:italic;&quot;&gt;Pozycja względem kamery&lt;/span&gt; jest wyłączona a kąt jest zero, to światło znajduje się na osi Y&lt;/p&gt;&lt;p&gt;Kiedy &lt;span style=&quot; font-style:italic;&quot;&gt;Pozycja względem kamery&lt;/span&gt; jest włączona a kąt jest zero, to światło znajduje się przed kamerą. Kiedy jest +90, światło jest po prawej stronie kamery. Kiedy jest -90, światło jest po lewej stronie kamery. &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;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;Ten parametr ustala wielkość głównego źródła światła widocznego na &amp;quot;niebie&amp;quot;&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 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;Intensywność głównego źródła światła. Kiedy jest większa to obiekty oświetlane przez główne źródło światła są jaśniejsze.&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;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;Ten parametr ustala jasność głównego źródła światła widocznego na &amp;quot;niebie&amp;quot;&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;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;Ten parametr kontroluje kąt rozwarcia stożka cienia. ten efekt symuluje &amp;quot;miękkie cienie&amp;quot;. Kiedy jest zero to cienie są bardzo ostre&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;stożek cienia 0 stopni&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;stożek cienia 5 stopni &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>
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        <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;Ten parametr przemieszcza światło wyżej / niżej. &lt;/p&gt;&lt;p&gt;Kiedy &lt;span style=&quot; font-style:italic;&quot;&gt;Pozycja względem kamery&lt;/span&gt; jest wyłączona a kąt jest zero, to światło znajduje się na płaszczyźnie X-Y.&lt;/p&gt;&lt;p&gt;Kiedy &lt;span style=&quot; font-style:italic;&quot;&gt;Pozycja względem kamery&lt;/span&gt; jest włączona a kąt jest zero, to światło znajduje się na lokalnym horyzoncie. Kiedy jest +90, to światło znajduje się nad kamerą. Kiedy jest -90, to światło jest pod kamerą. &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;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;Kolor głównego źródła światła&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;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;Kiedy jest aktywne, to pozycja światła podąża za obrotem kamery. Kiedy jest nieaktywne, to pozycja głównego źródła światła jest odniesiona do globalnego układu współrzędnych.&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;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;Swobodnie konfigurowalne źródła światła&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Light #&amp;1</source>
        <translation>Światło #1</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;coordinates of 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;współrzędne źródła światła&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 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;jasność źródła światła&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;Color of 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;Kolor źródła światła&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 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;Uaktywnia umieszczanie źródła światła wskaźnikiem myszy. Źródło światła jest umieszczane przed powierzchnią fraktala w odległości od powierzchni zdefiniowanej parametrem &lt;span style=&quot; font-style:italic;&quot;&gt;Odległość umieszczania&lt;/span&gt;.&lt;/p&gt;&lt;p&gt;Odległość umieszczania światła może być zmieniana rolką myszy. &lt;/p&gt;&lt;p&gt;Kiedy już umieścisz źródło światła, nie zapomnij zmienić z powrotem  &lt;span style=&quot; font-style:italic;&quot;&gt;Funkcji przycisku myszy&lt;/span&gt; na np &amp;quot;Przesuń kamerę&amp;quot;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Light #&amp;2</source>
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        <source>Light #&amp;3</source>
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        <source>Light #&amp;4</source>
        <translation>Światło #4</translation>
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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 type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Definiuje widoczność dodatkowych źródeł światła. Większa wartość daje jaśniejszy wygląd światła. Ten parametr nie zmienia światłości źródła światła.&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 type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Definiuje wielkość widocznych źródeł światła. Kiedy wartość jest duża, to światła wyglądają na większe.&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;Kontroluje odległość od powierzchni fraktala, w jakiej są umieszczanie źródła światła za pomocą wskaźnika myszy. Jest jest zero, to światło jest umieszczanie na powierzchni fraktala. Większa wartość przesuwa światło w kierunku kamery.&lt;/p&gt;&lt;p&gt;Ten parametr może być zmieniany rolką myszy.&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;&lt;img src=&quot;:/tooltips/tooltips_images/random lights placement.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Random seed: &lt;/span&gt;random seed for lights distribution &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Maximum distance from the fractal: &lt;/span&gt;random lights are placed within this distance from the fractal surface &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Centre of distribution X, Y, Z: &lt;/span&gt;the centre point for random light distribution. To set this point by mouse pointer, select &amp;quot;Set position of centre for random lights&amp;quot; in Mouse click function combo box in Mandelbulber Render Window &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Distribution radius of lights: &lt;/span&gt;maximum distance from Centre of distribution where lights can be placed. The random lights appear in the region that matches the condition of being both within this radius and also within the maximum distance from fractal surface.&lt;/p&gt;&lt;p&gt;If this radius is too small to generate random lights, then the program will automatically increase this radius. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/random lights placement.png&quot;/&gt;&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Zarodek losowy: &lt;/span&gt;zarodek losowy dla rozmieszczenia świateł &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Maksymalna odległość od fraktala: &lt;/span&gt;losowe światła są rozmieszczane w obszarze wyznaczonym przez ten dystans od powierzchni fraktala &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Środek rozmieszczania X, Y, Z: &lt;/span&gt;punkt środkowy rozmieszczania świateł. &lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Promień rozmieszczenia świateł: &lt;/span&gt;Maksymalna odległość od centrum, gdzie światła mogą być rozmieszczane. Losowe światła zostaną umieszczone w regionie, który spełnia warunek odległości od fraktala i odległości od wyznaczonego centrum.&lt;/p&gt;&lt;p&gt;Jeżeli ten promień jest za mały do rozmieszczenia świateł, to program automatycznie go zwiększy.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Random lights options</source>
        <translation>Opcje losowych świateł</translation>
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        <source>Number of random lights:</source>
        <translation>Ilość losowych świateł:</translation>
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        <source>Random Seed:</source>
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        <source>Maximum distance from fractal:</source>
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        <source>Distribution radius of lights:</source>
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        <source>Center of distribution:</source>
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        <source>Place random light center by mouse</source>
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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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Parametry widocznych promieni światła. Efekt ten jest często nazywany &amp;quot;Promieniami Boga&amp;quot;&lt;/p&gt;&lt;p&gt;Przykład:&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;</translation>
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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;Intensywność efektu. Kiedy efekt nie jest widoczny, to zwiększ znacznie intensywność. Jeżeli obraz jest cały biały to znacznie zmniejsz intensywność.&lt;/p&gt;&lt;p&gt;Intensywność efektu nie zależy od jasności źródła światła&lt;/p&gt;&lt;p&gt;Aby kontrolować jakość efektu zmieniaj parametr &lt;span style=&quot; font-style:italic;&quot;&gt;Silnik renderowania / Mnożnik kroku śledzenia promieni&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;Uaktywnia efekt dla głównego źródła światła. Aby efekt był bardziej widowiskowy, zalecane jest umieszczenie źródła światła na przeciwko kamery (kąt poziomy około 180 stopni a kąt pionowy około zera)&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;Symuluje dużą ilość źródeł światła. Te źródła światła nie spowalniają renderowania, ponieważ nie muszą być oddzielenie obliczane. Są wyliczane ze wzoru na fraktal, z wykorzystaniem z techniki &lt;i&gt;orbit trap&lt;/i&gt;.&lt;/p&gt;&lt;p&gt;Pozycje świateł są ustalone przez współrzędne punktu pułapki orbit. Kiedy iterowana funkcja przebiega blisko wybranego punktu, to punkt staje się jaśniejszy.&lt;/p&gt;&lt;p&gt;Ten efekt jest dość trudny do ustawienia i często wymaga wielu prób z różnymi współrzędnymi pułapki orbity.&lt;/p&gt;&lt;p&gt;Te źródła światła oświetlają powierzchnię fraktala ale nie generują cieni.&lt;/p&gt;&lt;p&gt;Przykład:&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;First iteration taken for orbit trap calculation&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pierwsza iteracja brana do obliczania pułapki orbity&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;Last iteration taken for orbit trap calculation&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ostatnia iteracja brana do obliczania pułapki orbity&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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensywność oświetlania powierzchni fraktala&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;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;Wielkość widocznych świateł (skala jest logarytmiczna)&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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Jasność widocznych świateł&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;Position of orbit trap point&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Pozycja punktu pułapki orbity&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Frac&amp;tal</source>
        <translation>Fraktal</translation>
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        <source>Remark: Julia mode is enabled</source>
        <translation>Uwaga: Tryb Julia jest aktywny</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection for fractal formula. Fractal formula defines shape of fractal.&lt;/p&gt;&lt;p&gt;Algorithm (code) for selected formula is visible in Information box.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Wybór wzoru fraktala. Definiuje kształt fraktala&lt;/p&gt;&lt;p&gt;Algorytm (kod) dla wybranego wzoru jest widoczny w ramce &apos;Informacje&apos;.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Współczynnik wagowy dla wyniku obliczeń wzoru fraktala. Gdy waga wynosi zero, to rezultat jest ignorowany. Gdy waga wynosi jeden, to wynik jest brany całkowicie.&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;Number of iterations to calculate for this formula&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ilość iteracji do obliczenia dla tego wzoru&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 checking of bailout condition for this fractal formula. &lt;/p&gt;&lt;p&gt;Bailout condition is checked at the end of each iteration. If the length of the iteration vector is longer than the value defined by &apos;bailout&apos; parameter,  then the  iterating  stops.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Uaktywnia sprawdzanie warunku przerwania iteracji (bailout) dla tego wzoru fraktala.&lt;/p&gt;&lt;p&gt;Warunek jest sprawdzany po zakończeniu każdej iteracji. Gdy długość iterowanego wektora jest dłuższa niż wartość &apos;bailout&apos;, to iteracje są przerywane.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Check for bailout condition</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Disables adding Cpixel  constant to the result of fractal iteration (e.g. z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n+1&lt;/span&gt; = z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n&lt;/span&gt;&lt;span style=&quot; vertical-align:super;&quot;&gt;2&lt;/span&gt; + C)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Wyłącza dodawanie stałej C do rezultatu iteracji wzoru fraktala (np.. z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n+1&lt;/span&gt; = z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n&lt;/span&gt;&lt;span style=&quot; vertical-align:super;&quot;&gt;2&lt;/span&gt; + C)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Don&apos;t add C constant</source>
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        <source>Reset</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This fractal formula will be used when iteration number will be not higher than &apos;Stop at iteration&apos;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ten wzór fraktala będzie używany gdy numer iteracji będzie nie większy niż &apos;Skończ na iteracji&apos;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Start at iteration :</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This fractal formula will be used when iteration number will be not less than &apos;Start at iteration&apos;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ten wzór fraktala będzie używany gdy numer iteracji będzie nie mniejszy niż &apos;Zacznij na iteracji&apos;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Stop at Iteration:</source>
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        <source>C constant addition for this fractal formula</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Number of iteration to calculate for this formula&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ilość iteracji do obliczenia dla tego wzoru fraktala&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 checking for bailout condition for this fractal formula. &lt;/p&gt;&lt;p&gt;Baiout condition is at the end of iteration loop. It checks if length of iteration vector is longer than value defined by &apos;bailout&apos; parameter. If it is, then it stops iterating. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Uaktywnia sprawdzanie warunku przerwania iteracji (bailout) dla tego wzoru fraktala.&lt;/p&gt;&lt;p&gt;Warunek jest sprawdzany po zakończeniu każdej iteracji. Gdy długość iterowanego wektora jest dłuższa niż wartość &apos;bailout&apos;, to iteracje są przerywane.&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;Disables adding C constant to the result of fractal iteration (e.g. z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n+1&lt;/span&gt; = z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n&lt;/span&gt;&lt;span style=&quot; vertical-align:super;&quot;&gt;2&lt;/span&gt; + C)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Wyłącza dodawanie stałej C do rezultatu iteracji wzoru fraktala (np.. z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n+1&lt;/span&gt; = z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n&lt;/span&gt;&lt;span style=&quot; vertical-align:super;&quot;&gt;2&lt;/span&gt; + C)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Formula #5</source>
        <translation>Formuła #5</translation>
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        <source>Formula #6</source>
        <translation>Formuła #6</translation>
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        <source>Formula #7</source>
        <translation>Formuła #7</translation>
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        <source>Formula #8</source>
        <translation>Formuła #8</translation>
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        <source>Formula #9</source>
        <translation>Formuła #9</translation>
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        <source>Remark: to unlock more fractal tabs, enable &quot;hybrid fractals&quot; or &quot;boolean operators&quot;</source>
        <translation>Uwaga: aby odblokować więcej zakładek, uaktywnij &apos;fraktale hybrydowe&apos; lub &apos;operacje boolowskie&apos;</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Julia constant can be grabbed from image.&lt;/p&gt;&lt;p&gt;When Julia mode is disabled, select part of fractal which has interesting features. After enabling Julia mode, entire fractal will have shapes similar to previously selected place.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Fractal position:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Sequence of fractals is repeated from fractal tab (slot) defined by this parameter.&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;Controls from which fractal component will be repeated hybrid formula sequence&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 hybrid fractals.&lt;/p&gt;&lt;p&gt;Hybrid fractals are calculated by multiplexing between different fractal formulas. In 9 fractal tabs (slots) you can define a set of fractal formulas each with their own parameters.&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;Boolean operators between fractal shapes.&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 box folding like is used in Mandelbox formula.&lt;/p&gt;&lt;p&gt;(It&apos;s to keep compatibility with Mandelbulber 1.21)&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;The vector values are checked during each iteration of fractal formula to see if they have reached a critical &apos;escape&apos; condition or &apos;bailout&apos;. If that condition is reached, the calculation is stopped. Condition is: if length of vector is greater than bailout, then break iteration loop.&lt;/p&gt;&lt;p&gt;In some cases higher value can increase image quality, but it will increase rendering time.&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Numer portu TCP/IP, który będzie używany przez serwer. Ten port nie może być blokowany przez zaporę (firewall) i powinien być przepuszczany przez router&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;In record flight mode, the camera is operated like in a flight simulator game. It recommended to use low image resolution for better rendering performance. Flight path is recorded.&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 in the formula tab 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 click on &lt;span style=&quot; font-style:italic;&quot;&gt;Export to keyframes&lt;/span&gt;, and modify keyframe parameters directly in the animation table, or in the formula tab (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 the formula tab, 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;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="obsolete">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;To narzędzie służy do renderowania animacji lotu przez fraktale.&lt;/p&gt;&lt;p&gt;W trybie animacji lotu, kamera jest sterowana jak w symulatorze lotu. Jest rekomendowane użycie niskiej rozdzielczości obrazu, aby wydajność programu była lepsza. Trasa przelotu jest nagrywana.&lt;/p&gt;&lt;p&gt;Przycisk &lt;i&gt;Renderuj animację&lt;/i&gt; rozpoczyna renderowanie animacji na podstawie wcześniej zapamiętanej trasy przelotu. Do finalnego renderowania możesz użyć większej rozdzielczości obrazu.&lt;/p&gt;&lt;p&gt;Jest możliwe dodawanie dowolnych parametrów do animacji (jak potęga fraktala, pozycja światła, itp.) i ich edycja w tabeli. Aby dodać parametr do animacji, wciśnij prawym przyciskiem na polu edycyjnym wybranego parametru i z menu kontekstowego wybierz &lt;span style=&quot; font-style:italic;&quot;&gt;Dodaj do animacji lotu&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Animacja jest przechowywana w pliku z ustawieniami w formacie CSV, więc jest możliwa edycja animacji w narzędziach zewnętrznych (np. arkusz kalkulacyjny, edytor tekstu).&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;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="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rozpoczyna nagrywanie trasy przelotu. &lt;/p&gt;&lt;p&gt; Jest rekomendowane użycie niskiej rozdzielczości obrazu, aby wydajność programu była lepsza.&lt;/p&gt;&lt;p&gt;Do sterowania lotem jest używany wskaźnik myszy. &lt;br/&gt;Przez poruszanie myszą możesz zmienić kierunek lotu.&lt;br/&gt;Lewy przycisk myszy zwięsza prędkość lotu a lewy ją zmniejsza.&lt;br/&gt;Klawiszami strzałek można przemieszczać kamerę w górę, dół, w prawo i w lewo (strafe)&lt;br/&gt;Klawisze Z i X obracają kamerę (roll)&lt;br/&gt;Spacja wstrzymuje (pauza) nagrywanie trasy przelotu. &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;Plays rendered animation.&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;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>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kontynuuje nagrywanie wcześniej zastopowanego nagrywania trasy przelotu. Lot rozpocznie się od ostatniego punktu z tabeli i będzie kontynuowana w ostatnim kierunku i z ostatnią prędkością&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;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>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Eksport animacji lotu do animacji z klatkami kluczowymi. Parametr &lt;span style=&quot; font-style:italic;&quot;&gt;Animacja z klatkami kluczowymi/klatek na klatkę kluczową&lt;/span&gt; decyduje co która klatka będzie wyeksportowana jako klatka kluczowa. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Export to Keyframes</source>
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        <source>path for images:</source>
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        <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;To narzędzie pozwala na renderowanie animacji przez interpolowanie parametrów pomiędzy klatkami kluczowymi&lt;/p&gt;&lt;p&gt;Możesz utworzyć wiele klatek kluczowych z różnymi parametrami (np. kamery, fraktala and środowiska). Pośrednie klatki będą obliczane podczas renderowania animacji. &lt;/p&gt;&lt;p&gt;Aby dodać klatkę kluczową do tabeli animacji, kliknij &lt;span style=&quot; font-style:italic;&quot;&gt;Dodaj kl. kluczową&lt;/span&gt;. &lt;/p&gt;&lt;p&gt;Aby dodać parametr, prawym przyciskiem kliknij na polu edycyjnym wybranego parametru i wybierz z menu kontekstowego  &lt;span style=&quot; font-style:italic;&quot;&gt;Dodaj do animacji z klatkami kluczowymi&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Buduj animację przez dodawanie, wstawianie i usuwanie klatek kluczowych. Modyfikuj parametry bezpośrednio w tabeli animacji, lub w polach edycyjnych parametrów fraktala lub efektów (kliknij dwukrotnie na miniaturce klatki kluczowej lub prawym przyciskiem i wybierz &lt;span style=&quot; font-style:italic;&quot;&gt;Renderuj tą klatkę&lt;/span&gt;; to odświeży parametry w oknie; wtedy zmodyfikuj parametry i kliknij &lt;span style=&quot; font-style:italic;&quot;&gt;Modyfikuj klatkę kluczową&lt;/span&gt; aby zaktualizować klatkę w tabeli.)&lt;/p&gt;&lt;p&gt;Każdy parametr może mieć przypisany inny typ interpolacji (kliknij prawym przyciskiem na nawie parametru w tabeli)&lt;/p&gt;&lt;p&gt;Animacja jest przechowywana w pliku z ustawieniami w formacie CSV, zatem jest możliwe edytowanie animacji w zewnętrznych narzędziach (np. arkuszu kalkulacyjnym lub edytorze tekstu).&lt;/p&gt;&lt;p&gt;Animacja może być wysportowana do Animacji Lotu, gdzie jest możliwe edytowanie każdej klatki animacji z osobna.&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;Remove files from queue folder which are not on the list.&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;Render all elements from the queue list.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <source>Save as &amp;TIFF</source>
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        <source>Add current settings to toolbar</source>
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        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Usuwanie ustawień z paska narzędzi&lt;/p&gt;&lt;p&gt;Kiedy ten przycisk jest wciśnięty i klikniesz na wybranej miniaturce ustawień, to zostanie ona usunięta z paska narzędzi.&lt;/p&gt;&lt;p&gt;Kiedy ten przycisk nie jest wciśnięty to kliknięcie na miniaturce spowoduje wczytanie ustawień&lt;/p&gt;&lt;p&gt;Kliknij na tym przycisku aby przełączyć między trybem kasowania a wczytywania ustawień&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;Limits range of frames to render&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ogranicza zakres klatek do zrenderowania&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/render_window.ui" line="22496"/>
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        <source>first frame to render:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This feature is for rendering animations based 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>
        <translation type="vanished">&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;To narzędzie służy do renderowania animacji bazujących na interpolowanych klatkach kluczowych.&lt;/p&gt;&lt;p&gt;Możesz zdefiniować dowolną ilość klatek kluczowych, na których będzie różna pozycja kamery, różne wartości parametrów środowiska lub fraktala. Podczas renderowania animacji będą obliczane klatki pośrednie, więc nie ma potrzeby definiowania każdej poszczególnej klatki animacji. &lt;/p&gt;&lt;p&gt;Jest możliwe dodawanie dowolnych parametrów do animacji (np. potęga fraktala, pozycja źródła światła, itp...) i edytowanie ich w tabeli. Aby dodać parametr do animacji, musisz kliknąć prawym przyciskiem na polu edycyjnym wybranego parametru a następnie z menu kontekstowego wybrać &lt;span style=&quot; font-style:italic;&quot;&gt;Dodaj do animacji z klatkami kluczowymi&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Do każdego parametru może być przypisany inny typ interpolacji.&lt;/p&gt;&lt;p&gt;Animacja może być edytowana poprzez dodawanie i modyfikowania klatek kluczowych lub poprzez bezpośrednią edycję parametrów w tabeli.&lt;/p&gt;&lt;p&gt;Animacja jest przechowywana w pliku z ustawieniami w formacie CSV, zatem jest możliwa edycja animacji w narzędziach zewnętrznych (np. arkusz kalkulacyjny, edytor tekstu).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/render_window.ui" line="22103"/>
        <location filename="../qt/ui_render_window.h" line="15991"/>
        <source>Insert keyframe</source>
        <translation>Wstaw kl. kluczową</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="22120"/>
        <location filename="../qt/ui_render_window.h" line="15993"/>
        <source>Delete selected keyframe</source>
        <translation>Usuń wybraną kl. kluczową</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="22123"/>
        <location filename="../qt/ui_render_window.h" line="15995"/>
        <source>Delete keyframe</source>
        <translation>Usuń kl. kluczową</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="22143"/>
        <location filename="../qt/ui_render_window.h" line="15999"/>
        <source>Add keyframe</source>
        <translation>Dodaj kl. kluczową</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="22160"/>
        <location filename="../qt/ui_render_window.h" line="16001"/>
        <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>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Odtwarza wcześniej zrenderowaną animację.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="22183"/>
        <location filename="../qt/ui_render_window.h" line="16007"/>
        <source>Render animation</source>
        <translation>Renderuj animację</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="22200"/>
        <location filename="../qt/ui_render_window.h" line="16009"/>
        <source>Modify selected keyframe</source>
        <translation>Modyfikuj wybraną klatkę kluczową</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="22203"/>
        <location filename="../qt/ui_render_window.h" line="16011"/>
        <source>Modify keyframe</source>
        <translation>Modyfikuj kl. kluczową</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="22220"/>
        <location filename="../qt/ui_render_window.h" line="16013"/>
        <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>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Eksportuje wszystkie klatki kluczowe do &lt;span style=&quot; font-style:italic;&quot;&gt;Animacji lotu&lt;/span&gt;. Wszystkie klatki kluczowe zostaną interpolowane. &lt;/p&gt;&lt;p&gt;To narzędzie pozwoli na edycję każdej klatki animacji oddzielnie w edytorze &lt;i&gt;Animacji lotu&lt;/i&gt; (lub w zewnętrznym edytorze plików CSV)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="22223"/>
        <location filename="../qt/ui_render_window.h" line="16015"/>
        <source>Export to Flight</source>
        <translation>Eksportuj do
animacji lotu</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="21425"/>
        <location filename="../qt/render_window.ui" line="22256"/>
        <location filename="../qt/ui_render_window.h" line="15906"/>
        <location filename="../qt/ui_render_window.h" line="16021"/>
        <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>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Odświeża tabelę animacji i podglądy klatek kluczowych.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="22236"/>
        <location filename="../qt/ui_render_window.h" line="16017"/>
        <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kasuje wszystkie zrenderowane klatki animacji z wybranego folderu (&lt;span style=&quot; font-style:italic;&quot;&gt;Klatki animacji&lt;/span&gt;). &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="22324"/>
        <location filename="../qt/ui_render_window.h" line="16028"/>
        <source>collision distance:</source>
        <translation>Odległość kolizji:</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="22331"/>
        <location filename="../qt/ui_render_window.h" line="16029"/>
        <source>frames per keyframe:</source>
        <translation>klatek na klatkę kluczową:</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="22834"/>
        <location filename="../qt/ui_render_window.h" line="16081"/>
        <source>Histogram of ray-marching step count</source>
        <translation>Histogram ilości kroków śledzenia promieni</translation>
    </message>
    <message>
        <source>Histogram of fractal interation count</source>
        <translation type="vanished">Histogram ilość iteracji fraktala</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="21368"/>
        <location filename="../qt/render_window.ui" line="22239"/>
        <location filename="../qt/ui_render_window.h" line="15896"/>
        <location filename="../qt/ui_render_window.h" line="16019"/>
        <source>Delete all images</source>
        <translation>Usuń wszystkie klatki</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="21388"/>
        <location filename="../qt/render_window.ui" line="22163"/>
        <location filename="../qt/ui_render_window.h" line="15900"/>
        <location filename="../qt/ui_render_window.h" line="16003"/>
        <source>Show Animation</source>
        <translation>Wyświetl animację</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="21408"/>
        <location filename="../qt/ui_render_window.h" line="15904"/>
        <source>Continue recording</source>
        <translation>Kontynuacja nagrywania</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="21428"/>
        <location filename="../qt/render_window.ui" line="22259"/>
        <location filename="../qt/ui_render_window.h" line="15908"/>
        <location filename="../qt/ui_render_window.h" line="16023"/>
        <source>Refresh table</source>
        <translation>Odśwież tabelę</translation>
    </message>
    <message>
        <source>Path for images:</source>
        <translation type="vanished">Klatki animacji:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="21503"/>
        <location filename="../qt/ui_render_window.h" line="15915"/>
        <source>inertia:</source>
        <translation>Inercja:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="21510"/>
        <location filename="../qt/ui_render_window.h" line="15916"/>
        <source>speed:</source>
        <translation>Prędkość:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="21553"/>
        <location filename="../qt/ui_render_window.h" line="15928"/>
        <source>speed control:</source>
        <translation>Kontrola prędkości:</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="21540"/>
        <location filename="../qt/ui_render_window.h" line="15922"/>
        <source>Relative to distance</source>
        <translation>Według odległości</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="768"/>
        <location filename="../qt/ui_render_window.h" line="14156"/>
        <source>Image quality presets</source>
        <translation>Predefiniowane ustawienia jakości obrazu</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="803"/>
        <location filename="../qt/ui_render_window.h" line="14158"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Norrmal quality preset.&lt;/p&gt;&lt;p&gt;Ambient occlusion is turned on in Screen Space Ambient Occlusion (SSAO) mode.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Normalna jakość.&lt;/p&gt;&lt;p&gt;Światło rozproszone jest włączone w trybie Przestrzeń Obrazu (SSAO).&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="806"/>
        <location filename="../qt/ui_render_window.h" line="14160"/>
        <source>Normal</source>
        <translation>Normalna</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="819"/>
        <location filename="../qt/ui_render_window.h" line="14162"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;A fast preset but with low quality.&lt;/p&gt;&lt;p&gt;Ambient occlusion is turned off.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Szybkie renderowanie z małą jakością.&lt;/p&gt;&lt;p&gt;Światło rozproszone jest wyłączone.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="822"/>
        <location filename="../qt/ui_render_window.h" line="14164"/>
        <source>Low
(no ambient occlusion)</source>
        <translation>Niska
(bez światła rozproszonego)</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="836"/>
        <location filename="../qt/ui_render_window.h" line="14167"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;The highest quality preset and the slowest.&lt;/p&gt;&lt;p&gt;Ambient occlusion is turned on in Multiple Rays mode. Raymarching step is decreased to 0.2 to reduce fractal calculation errors.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Najwyższa jakość ale najwolniejsze renderowanie.&lt;/p&gt;&lt;p&gt;Światło rozproszone jest włączone w trybie &apos;Wiele promieni z mapą światła&apos;. &apos;Mnożnik kroku śledzenia promieni&apos; jest obniżony do 0.2 w celu zredukowania błędów obliczeniowych.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="839"/>
        <location filename="../qt/ui_render_window.h" line="14169"/>
        <source> High
(HQ ambient occlusion
accurate raymarching)</source>
        <translation>Wysoka
(dokładne światło rozproszone
dokładne śledzenie promieni)</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="854"/>
        <location filename="../qt/ui_render_window.h" line="14173"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This is the fastest preset but with the lowest quality.&lt;/p&gt;&lt;p&gt;Shadows, ambient occlusion and raytraced reflections are turned off. Detail level is decreased to 0.5.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Najszybsze renderowanie ale z najniższą jakością.&lt;/p&gt;&lt;p&gt;Cienie, światło rozproszone oraz &apos;Śledzenie promieni światła dla odbić i przezroczystości&apos; są wyłączone. Ilość detali jest zredukowana do 0.5.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="857"/>
        <location filename="../qt/ui_render_window.h" line="14175"/>
        <source>Very low
(no shadows
no ambient occlusion)</source>
        <translation>Bardzo niska
(bez cieni
bez światła rozproszonego)</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="1729"/>
        <location filename="../qt/ui_render_window.h" line="14259"/>
        <source>Auto-refresh</source>
        <translation>Automatyczne odświeżanie</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="3458"/>
        <location filename="../qt/ui_render_window.h" line="14435"/>
        <source>Number of passes:</source>
        <translation>Ilość przebiegów:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="3506"/>
        <location filename="../qt/ui_render_window.h" line="14436"/>
        <source>Blur opacity:</source>
        <translation>Nieprzezroczystość efektu rozmycia:</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="3913"/>
        <location filename="../qt/ui_render_window.h" line="14492"/>
        <source>Environment mapping</source>
        <translation>Mapowanie środowiskowe</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="5037"/>
        <location filename="../qt/ui_render_window.h" line="14643"/>
        <source>Flat</source>
        <translation>Płaskie</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="8312"/>
        <location filename="../qt/render_window.ui" line="9423"/>
        <location filename="../qt/render_window.ui" line="10522"/>
        <location filename="../qt/render_window.ui" line="11621"/>
        <location filename="../qt/render_window.ui" line="12720"/>
        <location filename="../qt/render_window.ui" line="13819"/>
        <location filename="../qt/render_window.ui" line="14918"/>
        <location filename="../qt/render_window.ui" line="16014"/>
        <location filename="../qt/render_window.ui" line="17113"/>
        <location filename="../qt/render_window.ui" line="17761"/>
        <location filename="../qt/ui_render_window.h" line="14971"/>
        <location filename="../qt/ui_render_window.h" line="15036"/>
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        <location filename="../qt/ui_render_window.h" line="15423"/>
        <location filename="../qt/ui_render_window.h" line="15488"/>
        <location filename="../qt/ui_render_window.h" line="15523"/>
        <source>Material for fractal</source>
        <translation>Materiał dla fraktala</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="17617"/>
        <location filename="../qt/ui_render_window.h" line="15512"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables calculation of fractal in the same way as Julia Set.&lt;/p&gt;&lt;p&gt;When it&apos;s enabled then:&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;0&lt;/span&gt; = p&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n+1&lt;/span&gt; = f(z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n&lt;/span&gt;) + c&lt;/p&gt;&lt;p&gt;where:&lt;br/&gt;p - coordinates of point&lt;br/&gt;c - Julia constant&lt;/p&gt;&lt;p&gt;to compare, regular fractals are calculated in following way:&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;0&lt;/span&gt; = p&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n+1&lt;/span&gt; = f(z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n&lt;/span&gt;) + p&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Uaktywnia obliczanie fraktala tą samą metodą co zbiór Julia&lt;/p&gt;&lt;p&gt;Gdy jest aktywne to:&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;0&lt;/span&gt; = p&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n+1&lt;/span&gt; = f(z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n&lt;/span&gt;) + c&lt;/p&gt;&lt;p&gt;gdzie:&lt;br/&gt;p - współrzędne punktu&lt;br/&gt;c - stała&lt;/p&gt;&lt;p&gt;dla porównania, zwykłe fraktale są obliczane następująco:&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;0&lt;/span&gt; = p&lt;br/&gt;z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n+1&lt;/span&gt; = f(z&lt;span style=&quot; vertical-align:sub;&quot;&gt;n&lt;/span&gt;) + p&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="19881"/>
        <location filename="../qt/ui_render_window.h" line="15729"/>
        <source>Fractal formula iterations</source>
        <translation>Iteracje wzoru fraktala</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="19910"/>
        <location filename="../qt/ui_render_window.h" line="15730"/>
        <source>Maximum number
of fractal iterations:</source>
        <translation>Maksymalna ilość
iteracji fraktala:</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="20013"/>
        <location filename="../qt/ui_render_window.h" line="15740"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Switches 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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Wyłącza zatrzymywanie śledzenia promieni światła na progu dystansu. Kiedy jest to włączone, to ilość detali jest kontrolowana przez &lt;span style=&quot; font-style:italic;&quot;&gt;Maksymalna ilość iteracji fraktala&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="20029"/>
        <location filename="../qt/ui_render_window.h" line="15744"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables using default (recommended) bailout value. Each fractal formula has different optimal bailout value.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Uaktywnia używanie domyślnej (rekomendowanej) wartości bailout. Każda formuła ma inną optymalną wartość parametru bailout.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="20032"/>
        <location filename="../qt/ui_render_window.h" line="15746"/>
        <source>Use default bailout for each fractal formula</source>
        <translation>Użyj domyślnej wartości bailout dla każdej formuły</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="20044"/>
        <location filename="../qt/ui_render_window.h" line="15747"/>
        <source>Distance estimation:</source>
        <translation>Estymacja dystansu:</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="20073"/>
        <location filename="../qt/ui_render_window.h" line="15748"/>
        <source>Distance estimation function:</source>
        <translation>Funkcja do estymacji dystansu:</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="20080"/>
        <location filename="../qt/ui_render_window.h" line="15750"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Optimize &apos;Raymarching step multiplier&apos; for high image quality and slow rendering&lt;/p&gt;&lt;p&gt;It gives 0.01% of wrong distance estimations (pixels with potential noise)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Optymalizuje &apos;Mnożnik kroku śledzenia promieni&apos; tak aby uzyskać wysoką jakość renderowania&lt;/p&gt;&lt;p&gt;Uzyska się około 0.01% nieprawidłowych estymacji dystansu (pikseli z prawdopodobnym szumem)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="20083"/>
        <location filename="../qt/ui_render_window.h" line="15752"/>
        <source>High quality</source>
        <translation>Wysoka jakość</translation>
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    <message>
        <location filename="../qt/render_window.ui" line="20090"/>
        <location filename="../qt/ui_render_window.h" line="15754"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Optimize &apos;Raymarching step multiplier&apos; for medium image quality.&lt;/p&gt;&lt;p&gt;It gives 0.1% of wrong distance estimations (pixels with potential noise)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Optymalizuje &apos;Mnożnik kroku śledzenia promieni&apos; tak aby uzyskać średnią jakość renderowania&lt;/p&gt;&lt;p&gt;Uzyska się około 0.1% nieprawidłowych estymacji dystansu (pikseli z prawdopodobnym szumem)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="20093"/>
        <location filename="../qt/ui_render_window.h" line="15756"/>
        <source>Medium quality</source>
        <translation>Średnia jakość</translation>
    </message>
    <message>
        <location filename="../qt/render_window.ui" line="20113"/>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Optimize &apos;Raymarching step multiplier&apos; for low image quality and fast rendering&lt;/p&gt;&lt;p&gt;It gives 1% of wrong distance estimations (pixels with potential noise)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Optymalizuje &apos;Mnożnik kroku śledzenia promieni&apos; tak aby uzyskać niską jakość ale szybkie renderowanie&lt;/p&gt;&lt;p&gt;Uzyska się około 1% nieprawidłowych estymacji dystansu (pikseli z prawdopodobnym szumem)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Low quality</source>
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        <source>Distance estimation method:</source>
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        <source>Optimization:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Distance estimation is a method which calculates approximate distance to fractal surface from any point in space.&lt;/p&gt;&lt;p&gt;In some  fractal functions the length of the iteration vector increases  exponentially  and some in a  linear manner.&lt;/p&gt;&lt;p&gt;- Preferred mode - finds the best method for actual settings of fractal&lt;/p&gt;&lt;p&gt;- Logarithmic - the best for fractals with exponential growth of iteration vector (e.g. Mandelbulb)&lt;/p&gt;&lt;p&gt;- Linear - the best for fractals with linear growth of iteration vector (e.g. Mandelbox, IFS)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Estymacja dystansu jest metodą, która pozwala na obliczenie przybliżonej odległości do powierzchni fraktala od dowolnego punktu przestrzeni.&lt;/p&gt;&lt;p&gt;W niektórych fraktalach długość iterowanego wektora zmienia się wykładniczo a w niektórych liniowo.&lt;/p&gt;&lt;p&gt;- Preferowany tryb - znajduje najlepszą metodę dla aktualnych ustawień fraktala&lt;/p&gt;&lt;p&gt;- Logarytmiczna - najlepsza dla fraktali, gdzie długość wektora rośnie wykładniczo (np. Mandelbulb)&lt;/p&gt;&lt;p&gt;- Liniowa - najlepsza dla fraktali, gdzie długość wektora rośnie liniowo  (np. Mandelbox, IFS)&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Logarithmic</source>
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        <source>Linear</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Distance estimation is a method which calculates approximate distance to fractal surface from any point in space.&lt;/p&gt;&lt;p&gt;- Preferred mode uses distance estimation method defined for selected fractal&lt;/p&gt;&lt;p&gt;- Force &amp;quot;Delta DE&amp;quot; method uses  Delta DE algorithm which is slower but works also with untypical fractal configurations&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;Estymacja dystansu jest metodą, która pozwala na obliczenie przybliżonej odległości do powierzchni fraktala od dowolnego punktu przestrzeni.&lt;/p&gt;&lt;p&gt;- Tryb &apos;Preferowana&apos; używa metodę estymacji dystansu jaka jest zdefiniowana dla wybranego fraktala.&lt;/p&gt;&lt;p&gt;- Wymuś &amp;quot;Delta DE&amp;quot; ta metoda używa algorytm &apos;Delta DE&apos; (metoda różnicowa), który jest wolniejszy, ale działa także dobrze dla nietypowych konfiguracji fraktali&lt;br/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Force &quot;Delta DE&quot; method</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Percentage of points on image which are probably calculated wrong.&lt;/p&gt;&lt;p&gt;Higher value usually means more visible noise or artifacts on image.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Procent ilości punktów obrazu, które najprawdopodobniej zostały nieprawidłowo obliczone&lt;/p&gt;&lt;p&gt;Wyższa wartość z reguły oznacza widoczniejszy szum na obrazie.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Percentage of wrong distance estimations:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;When not enabled, the program automatically reduces the level of detail for the farthest regions of the fractal. If you go closer to the fractal surface, the program increases the level of detail.&lt;/p&gt;&lt;p&gt;If enabled, then in every region of the fractal,  the detail level (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;Kiedy nie jest aktywne, program automatycznie redukuje ilość detali w odległych regionach fraktala. Jak tylko zbliżasz kamerę do powierzchni fraktala, program zwiększa ilość detali.&lt;/p&gt;&lt;p&gt;Jeśli wybrane, to w każdym regionie fraktala poziom detali (ich wielkość), będzie taka sama.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Used distance estimation algorithm:</source>
        <translation>Używany algorytm estymacji dystansu:</translation>
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        <source>Surface (normal vector) calculation:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes fractals hollow inside. It gives interesting results when a  cross section of the fractal is rendered 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 of the high number of iterations required to render the inside of the fractal. To speed up rendering try  reducing Max. fractal iterations .&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;Powoduje, że fraktal jest w środku pusty. Daje to ciekawe rezultaty, gdy jest renderowany przekrój fraktala przy uzyciu funkcji&lt;span style=&quot; font-style:italic;&quot;&gt;Granice (prostopadłościan)&lt;/span&gt;.&lt;/p&gt;&lt;p&gt;Ten efekt jest bardzo powolny do renderowania, ponieważ we wnętrzu fraktala program musi obliczać dużo więcej iteracji fraktala. Aby przyspieszyć renderowanie, spróbuj znacznie zmniejszyć parametr &apos;Maksymalna ilość iteracji fraktala&apos;.&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;tryb wnętrz włączony&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;tryb wnętrz wyłączony&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 feature allows the connection of multiple computers into a network to share rendering.&lt;/p&gt;&lt;p&gt;The same image or animation can be rendered using an unlimited number of computers. The increased computing power will reduce 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;Ta funkcjonalność pozwala na połączenie wielu komputerów w sieć i dzielenie się zadaniami renderowania&lt;/p&gt;&lt;p&gt;Ten sam obraz może być jednocześnie renderowany przez wiele komputerów. W ten sposób może być zwiększona moc obliczeniowa.&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;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 the main application 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 the clients and finally displays the 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 the parts of the image which the server ask for. It displays 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;Przełącza między pracą jako serwer also klient.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Serwer&lt;/span&gt; jest głównym programem w sieci. Kontroluje on proces renderowania, wysyła dane do klientów i zbiera od nich dane. &lt;br/&gt;Serwer łączy fragmenty obrazu odebrane od klientów i ostatecznie wyświetla cały obraz. Serwer także renderuje obraz.&lt;/p&gt;&lt;p&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Klient&lt;/span&gt; otrzymuje zadania od serwera. Renderuje tylko te fragmenty obrazu o które prosi serwer. Wyświetla on tylko fragmenty obrazu.&lt;/p&gt;&lt;p&gt;Aby rozpocząć renderowanie na wszystkich komputerach, wciśnij przycisk RENDERUJ na serwerze.&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;IP addres or name of the computer where Mandelbulber  is launched 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;Adres IP lub nazwa komputera, gdzie jest uruchomiony Mandelbulber w trybie serwera.&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;Internet port number which will be used for server. This port has to not be blocked by a firewall or  passed through a router.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Numer portu TCP/IP, który będzie używany przez serwer. Ten port nie może być blokowany przez zaporę (firewall) i powinien być przepuszczany przez router&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;Starts Mandelbulber to work as server.&lt;/p&gt;&lt;p&gt;After pressing this button, application starts to watch clients and connect to them. &lt;/p&gt;&lt;p&gt;If connection with a client is established, then this client is displayed in the table below.&lt;/p&gt;&lt;p&gt;To establish a connection with a client, the Connect button must be pressed on the client side &lt;/p&gt;&lt;p&gt;If all needed computers are already connected, then the server is ready for operation. If you presss Render button, then the server and all the clients will start rendering of the same image.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rozpoczyna pracę Mandelbulbera jako serwer.&lt;/p&gt;&lt;p&gt;Po wciśnięciu tego przycisku, program zaczyna szukać klientów i łączyć się z nimi. &lt;/p&gt;&lt;p&gt;Jeśli połączenie z klientem jest ustanowione, wtedy jest on wyświetlany w tabeli poniżej &lt;/p&gt;&lt;p&gt;Aby połączyć się z klientem, po stronie klienta musi być wciśnięty przycisk &lt;i&gt;Połącz z serwerem&lt;/i&gt;.&lt;/p&gt;&lt;p&gt;Gdy wszystkie potrzebne komputery są już połączone, wtedy serwer jest gotowy do pracy. Gdy wciśniesz przycisk RENDERUJ, serwer i wszystkie klienty rozpoczną renderowanie tego samego obrazu.&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;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>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;W trybie animacji lotu, kamera jest sterowana jak w symulatorze lotu. Ścieżka przelotu jest nagrywana. Jest rekomendowane użycie niskiej rozdzielczości obrazu, aby wydajność programu była lepsza. &lt;/p&gt;&lt;p&gt;Przycisk &lt;i&gt;Renderuj animację&lt;/i&gt; rozpoczyna renderowanie animacji na podstawie wcześniej zapamiętanej trasy przelotu. Do finalnego renderowania możesz użyć większej rozdzielczości obrazu.&lt;/p&gt;&lt;p&gt;Aby dodać parametr, prawym przyciskiem kliknij na polu edycyjnym wybranego parametru i wybierz z menu kontekstowego &lt;span style=&quot; font-style:italic;&quot;&gt;Dodaj do animacji lotu&lt;/span&gt;&lt;/p&gt;&lt;p&gt;Możesz modyfikować parametry bezpośrednio w tabeli animacji, lub w polach edycyjnych parametrów fraktala lub efektów (kliknij dwukrotnie na miniaturce klatki  lub prawym przyciskiem i wybierz &lt;span style=&quot; font-style:italic;&quot;&gt;Renderuj tą klatkę&lt;/span&gt;; to odświeży parametry w oknie; wtedy zmodyfikuj parametry i kliknij &lt;span style=&quot; font-style:italic;&quot;&gt;Modyfikuj klatkę&lt;/span&gt; aby zaktualizować klatkę w tabeli.)&lt;/p&gt;&lt;p&gt;Możesz kliknąć na &lt;span style=&quot; font-style:italic;&quot;&gt;Eksportuj do klatek kluczowych&lt;/span&gt; aby kontynuować edycję animacji w edytorze klatek kluczowych&lt;/p&gt;&lt;p&gt;Animacja jest przechowywana w pliku z ustawieniami w formacie CSV, zatem jest możliwe edytowanie animacji w zewnętrznych narzędziach (np. arkuszu kalkulacyjnym lub edytorze tekstu).&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;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;Move 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>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rozpoczyna nagrywanie trasy przelotu. &lt;/p&gt;&lt;p&gt; Jest rekomendowane użycie niskiej rozdzielczości obrazu, aby wydajność programu była lepsza.&lt;/p&gt;&lt;p&gt;Do sterowania lotem jest używany wskaźnik myszy. &lt;br/&gt;Przez poruszanie myszą możesz zmienić kierunek lotu.&lt;br/&gt;Lewy przycisk myszy zwięsza prędkość lotu a lewy ją zmniejsza.&lt;br/&gt;Klawiszami strzałek można przemieszczać kamerę w górę, dół, w prawo i w lewo (strafe)&lt;br/&gt;Klawisze Z i X obracają kamerę (roll)&lt;br/&gt;Spacja wstrzymuje (pauza) nagrywanie trasy przelotu. &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;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>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ten parametr powinien być aktywny jeśli planujesz nagrywanie trasy przelotu na raty. Pozwala on na kontynuowanie lotu z taką samą prędkością i kierunkiem jak na ostatniej klatce.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Ctrl+Z</source>
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Mouse wheel - light fov / bkw</source>
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Rolka myszy - światło przód / tył</translation>
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RMB - decrease speed</source>
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arrow keys - strafe</source>
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klaw. z,x - pochylanie</translation>
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spacebar - pause</source>
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spacja - pauza</translation>
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hold shift key - orthogonal strafe</source>
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klawisz shift - prostopadły ruch </translation>
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also calculates</source>
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oblicza także</translation>
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distribution radius of lights to 50%,</source>
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promień dystrybucji jako 50%, </translation>
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max distance from fractal to 10%</source>
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maks. dystans od fraktala jako 10%</translation>
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and distance</source>
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oraz odległość</translation>
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        <source>Number of iters / pixel</source>
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        <source>Percentage of wrong DE</source>
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<context>
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        <location filename="../src/animation_keyframes.cpp" line="293"/>
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        <source>Form</source>
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        <source>Material name:</source>
        <translation>Nazwa materiału:</translation>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Material name used in Material Manager&lt;/p&gt;&lt;p&gt;Tip: Well named materials will be easier to find in Material Manager&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Nazwa materiału używana w Menedżerze Materiałów&lt;/p&gt;&lt;p&gt;Podpowiedź: Dobrze nazwane materiały będą łatwiejsze do odnalezienia w Menedżerze Materiałów&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Reflectance:</source>
        <translation>Reflektancja:</translation>
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        <location filename="../qt/ui_material_editor.h" line="1442"/>
        <source>Specular highlight
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        <source>Transparency of volume:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Displacement map technique uses texture to cause an effect where the actual geometric position of points over the textured surface are displaced. It gives the surfaces a greater sense of depth and detail, permitting self-shadowing. In contrast to normal mapping, it deforms object surface.&lt;/p&gt;&lt;p&gt;Example displacement map texture (in most cases it can be the same as for bump maps). Brighter pixels will give bigger embossing of surface.&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/displacement_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;Example result:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - displacement map.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;Note: displacement map doesn&apos;t work with cubic mapping of texture.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Technika mapy przemieszczeń uzywa tekstury do spowodowania efektu przemieszczenia aktualnej pozycji geometrycznej zależnie od jasności punktu mapy. Daje to wrażenie większej głębi , oraz możliwość rzucania cieni nierówności na na siebie. W porównaniu do mapowania wektorów normalnych, deformuje ono powierzchnię obiektu.&lt;/p&gt;&lt;p&gt;Przykładowa tekstura mapy przemieszczeń (w większości przypadków może być taka sama jak dla mapowania wypukłości). Jaśniejsze piksele dadzą większe uwypuklenie powierzchni.&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/displacement_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;Przykładowy rezultat:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - displacement map.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;Uwaga: mapowanie przemieszczeń nie działa z sześciennym mapowaniem tekstury.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_material_editor.h" line="1448"/>
        <source>Use displacement &amp;map texture</source>
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        <location filename="../qt/ui_material_editor.h" line="1449"/>
        <source>Displacement height:</source>
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        <source>Texture path:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to image with displacement map texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ścieżka do tekstury mapowania przemieszczeń&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_material_editor.h" line="1455"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Height of displacement. Height is in the same units as object sizes.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Wysokość przemieszczenia. Wysokość jest wyrażona w takich samych jednostkach jak wielkość obiektów.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_material_editor.h" line="1457"/>
        <source>Specular highlight
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Size of specular highlights&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;width 0.1&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;width 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;width 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/material - specular highlight width 0.1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight width 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight width 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;Wielkość odblasków&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;wielkość 0.1&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;wielkość 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;wielkość 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/material - specular highlight width 0.1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight width 1.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight width 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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        <location filename="../qt/ui_material_editor.h" line="1465"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Diffusion texture controls the amount and color of reflected light. It also controls the intensity and width of the specular reflections.&lt;/p&gt;&lt;p&gt;Areas with brighter colors will reflect more light, the specular reflection will be brighter and the size of the specular reflections will be smaller (i.e.  simulates polished surface.)&lt;/p&gt;&lt;p&gt;Dark areas will not reflect light, and the specular reflections will be dark and wide (i.e.  simulates a rough surface). &lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - diffusion 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;Tekstura rozproszenia światła kontroluje ilość odbijanego światła. Kontroluje ona także intensywność oraz wielkość odblasków.&lt;/p&gt;&lt;p&gt;Obszary o jasnych kolorach będą odbijały więcej światła, a odblaski będą jaśniejsze ale ich wielkość będzie mniejsza(symuluje to np. wypolerowaną powierzchnię)&lt;/p&gt;&lt;p&gt;Ciemne obszary nie będą odbijały światła, a odblaski będą słabo widoczne i duże (symuluje to np. szorstką powierzchnię). &lt;/p&gt;&lt;p&gt;Przykład:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - diffusion texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <source>Use d&amp;iffusion texture</source>
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    <message>
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        <source>Texture intensity:</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to image with diffusion texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ścieżka do tekstury rozproszenia światła&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_material_editor.h" line="1474"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Brightness of diffusion texture. Higher value will simulate more polished surface.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Jasność tekstury rozproszenia światła. Większa wartość będzie symulowała bardziej wypolerowaną powierzchnię&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;Transparency of fractal interior. Thicker parts of the object will appear less transparent than thinner parts.&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;Examples for yellow color of volume&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;transparency 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparency 0.8&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparency 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/material - transparency of volume 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of volume 0.8.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 1.0.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;Przezroczystość wnętrza obiektu. Cieńsze części obiektu będą wyglądały na bardziej przezroczyste niż te grubsze.&lt;/p&gt;&lt;p&gt;Aby efekt działał, uaktywnij &apos;Śledzenie promieni światła dla odbić i przezroczystości&apos; na zakładce &lt;span style=&quot; font-style:italic;&quot;&gt;Śledzenie promieni&lt;/span&gt;.&lt;/p&gt;&lt;p&gt;Przykłady dla wnętrza w kolorze żółtym&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;przezroczystość 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;przezroczystość 0.8&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;przezroczystość 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/material - transparency of volume 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of volume 0.8.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 1.0.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>Luminosity:</source>
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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;This effect simulates glass or another refractive materials. If this effect is applied of fractal object, there is recommended to decrease &apos;maximum number of iterations&apos; to as low value as it will not decrease image quality (to e.g. about 20). Then the rendering will be much faster.&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;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;transparency 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparency 0.8&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;transparency 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/material - transparency of surface 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 0.8.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 1.0.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;Przezroczystość powierzchni fraktala. &lt;/p&gt;&lt;p&gt;Ten efekt symuluje szkło lub inne przezroczyste materiały (załamujące światło). Gdy ten efekt jest użyty na obiekcie będącym fraktalem, rekomendowane jest zmniejszenie &apos;maksymalnej ilości iteracji&apos; do tak małej wartości jaka tylko nie spowoduje utraty jakości obrazu (do np. 20). Wtedy renderowanie będzie znacznie szybsze.&lt;/p&gt;&lt;p&gt;Aby efekt działał, uaktywnij &apos;Śledzenie promieni światła dla odbić i przezroczystości&apos; na zakładce &lt;span style=&quot; font-style:italic;&quot;&gt;Śledzenie promieni&lt;/span&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;przezroczystość 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;przezroczystość 0.8&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;przezroczystość 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/material - transparency of surface 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 0.8.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency of surface 1.0.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>Shading:</source>
        <translation>Cieniowanie:</translation>
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        <source>Specular highlight
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables coloring of fractal surface using mathematical algorithms and color palette. &lt;/p&gt;&lt;p&gt;This option works only for fractal objects. For primitive objects it will be ignored.&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;palette off&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;palette on&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 1.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;/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;Uaktywnia kolorowanie powierzchni fraktala przy użyciu algorytmów matematycznych i palety kolorów.&lt;/p&gt;&lt;p&gt;Ta opcja działa tylko dla obiektów będących fraktalami. Dla prymitywów będzie ono zignorowane..&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;paleta wyłączona&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;paleta włączona&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 1.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;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Use co&amp;lors from a palette</source>
        <translation type="vanished">Użyj kolorów z palety</translation>
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    <message>
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        <location filename="../qt/ui_material_editor.h" line="1494"/>
        <source>Use colors from &amp;a palette</source>
        <translation>Użyj kolorów z palety</translation>
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    <message>
        <location filename="../qt/material_editor.ui" line="563"/>
        <location filename="../qt/ui_material_editor.h" line="1495"/>
        <source>Coloring algorithm:</source>
        <translation>Algorytm kolorowania:</translation>
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        <location filename="../qt/ui_material_editor.h" line="1566"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Direction vector of line in orbit trap algorithm for coloring&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Wektor kierunku linii w algorytmie pułapek orbit dla kolorowania&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_material_editor.h" line="1499"/>
        <source>Color speed:</source>
        <translation>Szybkość koloru:</translation>
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        <location filename="../qt/ui_material_editor.h" line="1501"/>
        <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;Zarodek losowy generatora palety kolorów&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <source>Random seed:</source>
        <translation>Zarodek losowy:</translation>
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        <location filename="../qt/ui_material_editor.h" line="1504"/>
        <source>Saturation:</source>
        <translation>Nasycenie:</translation>
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        <location filename="../qt/ui_material_editor.h" line="1506"/>
        <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;Nasycenie kolorów losowej palety kolorów &lt;/p&gt;&lt;p&gt;Aby nanieść zmianę nasycenia kolorów, kliknij na &lt;span style=&quot; font-style:italic;&quot;&gt;Generowanie nowej palety&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_material_editor.h" line="1511"/>
        <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;Cykliczna paleta kolorów, która jest używana do kolorowania powierzchni fraktala.&lt;/p&gt;&lt;p&gt;Aby edytować paletę kliknij na wybranym kolorze.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_material_editor.h" line="1514"/>
        <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;Szybkość koloru kontroluje z jaką częstotliwością mają się zmieniać kolory&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;szybkość 0.3&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;szybkość 1.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;szybkość 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/material_editor.ui" line="716"/>
        <location filename="../qt/ui_material_editor.h" line="1519"/>
        <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;Pobranie palety kolorów z wybranego obrazka&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <location filename="../qt/ui_material_editor.h" line="1521"/>
        <source>Grab colors from image...</source>
        <translation>Pobierz kolory z obrazka...</translation>
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    <message>
        <location filename="../qt/material_editor.ui" line="770"/>
        <location filename="../qt/ui_material_editor.h" line="1522"/>
        <source>Palette size:</source>
        <translation>Wielkość palety:</translation>
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    <message>
        <location filename="../qt/material_editor.ui" line="777"/>
        <location filename="../qt/ui_material_editor.h" line="1523"/>
        <source>Palette:
(click to edit)</source>
        <translation>Paleta:
(kliknij by edytować)</translation>
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    <message>
        <location filename="../qt/material_editor.ui" line="810"/>
        <location filename="../qt/ui_material_editor.h" line="1525"/>
        <source>Palette offset:</source>
        <translation>Przesunięcie palety:</translation>
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    <message>
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        <location filename="../qt/ui_material_editor.h" line="1527"/>
        <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;Ilość kolorów użyta w palecie kolorów.&lt;/p&gt;&lt;p&gt;Aby nanieść zmiany w wielkości palety, kliknij na &lt;span style=&quot; font-style:italic;&quot;&gt;Generowanie nowej palety&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
        <location filename="../qt/material_editor.ui" line="842"/>
        <location filename="../qt/ui_material_editor.h" line="1530"/>
        <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;Generowanie palety z losowego zarodka.&lt;/p&gt;&lt;p&gt;Dodatkowo aktualizuje wielkość palety i nasycenie kolorów.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_material_editor.h" line="1532"/>
        <source>Generate new random palette</source>
        <translation>Generowanie nowej palety</translation>
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        <location filename="../qt/ui_material_editor.h" line="1534"/>
        <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;Losowanie nowej palety kolorów&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_material_editor.h" line="1536"/>
        <source>Randomize</source>
        <translation>Losowanie</translation>
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        <location filename="../qt/ui_material_editor.h" line="1538"/>
        <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;Przesunięcie palety kolorów&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <location filename="../qt/ui_material_editor.h" line="1542"/>
        <source>Orbit trap
sphere radius:</source>
        <translation>Pułapka orbit
promień sfery:</translation>
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    <message>
        <location filename="../qt/material_editor.ui" line="935"/>
        <location filename="../qt/material_editor.ui" line="2041"/>
        <location filename="../qt/material_editor.ui" line="2279"/>
        <location filename="../qt/ui_material_editor.h" line="1544"/>
        <location filename="../qt/ui_material_editor.h" line="1692"/>
        <location filename="../qt/ui_material_editor.h" line="1715"/>
        <source>y:</source>
        <translation>y:</translation>
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        <location filename="../qt/material_editor.ui" line="970"/>
        <location filename="../qt/material_editor.ui" line="1925"/>
        <location filename="../qt/material_editor.ui" line="2295"/>
        <location filename="../qt/ui_material_editor.h" line="1545"/>
        <location filename="../qt/ui_material_editor.h" line="1677"/>
        <location filename="../qt/ui_material_editor.h" line="1716"/>
        <source>z:</source>
        <translation>z:</translation>
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    <message>
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        <location filename="../qt/ui_material_editor.h" line="1555"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Selection between different coloring algorithms based on orbit trap calculation.&lt;/p&gt;&lt;p&gt;- Standard: orbit trap defined as a point at origin&lt;/p&gt;&lt;p&gt;- orbit trap: z.Dot(point): orbit trap defined as point at actual calculated fractal coordinates&lt;/p&gt;&lt;p&gt;- orbit trap: Sphere: orbit trap defined as a sphere surface&lt;/p&gt;&lt;p&gt;- orbit trap: Cross: orbit trap defined as a cross&lt;/p&gt;&lt;p&gt;- orbit trap: Line: orbit trap defined as a line in given direction&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Wybór między różnymi algorytmami kolorowania bazującymi na obliczaniu pułapek orbit&lt;/p&gt;&lt;p&gt;- Standardowy: pułapka orbit zdefiniowana jako punkt na początku okładu współrzędnych&lt;/p&gt;&lt;p&gt;- pułapka orbit: z.Dot(point): pułapka orbit zdefiniowana jako iloczyn skalarny wektora &lt;i&gt;z&lt;/i&gt; i wektora punktu&lt;/p&gt;&lt;p&gt;- pułapka orbit: Sfera: pułapka orbit zdefiniowana jako sfera&lt;/p&gt;&lt;p&gt;- pułapka orbit: Krzyż: pułapka orbit zdefiniowana jako krzyż o ramionach skierowanych wzdłuż osi układu współrzędnych&lt;/p&gt;&lt;p&gt;- pułapka orbit: Linia: pułapka orbit zdefiniowana jako linia w podanym kierunku&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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        <location filename="../qt/ui_material_editor.h" line="1548"/>
        <source>Standard</source>
        <translation>Standardowy</translation>
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    <message>
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        <location filename="../qt/ui_material_editor.h" line="1549"/>
        <source>orbit trap: z.Dot(point)</source>
        <translation>pułapka orbit: z.iloczynSkalarny(punkt)</translation>
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        <location filename="../qt/ui_material_editor.h" line="1550"/>
        <source>orbit trap: Sphere</source>
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        <source>orbit trap: Cross</source>
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        <location filename="../qt/ui_material_editor.h" line="1552"/>
        <source>orbit trap: Line</source>
        <translation>pułapka orbit: Linia</translation>
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    <message>
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        <location filename="../qt/ui_material_editor.h" line="1561"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Radius of sphere in orbit trap algorithm for coloring&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Promień sfery w algorytmie pułapek orbit dla kolorowania&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/material_editor.ui" line="2057"/>
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        <source>x:</source>
        <translation>x:</translation>
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    <message>
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        <location filename="../qt/ui_material_editor.h" line="1569"/>
        <source>Orbit trap line
direction vector:</source>
        <translation>Linia pułapki orbit
kierunek wektora:</translation>
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    <message>
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        <location filename="../qt/ui_material_editor.h" line="1572"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of specular highlights&lt;/p&gt;&lt;p&gt;example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight color.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;Kolor odblasków&lt;/p&gt;&lt;p&gt;przykład:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - specular highlight color.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/material_editor.ui" line="1209"/>
        <location filename="../qt/material_editor.ui" line="1344"/>
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        <source>PushButton</source>
        <translation></translation>
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        <location filename="../qt/ui_material_editor.h" line="1576"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of surface of object. This color is used when &apos;Use colors from palette&apos; is off or when material is applied on non-fractal object.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kolor powierzchni obiektu. Ten kolor jest używany gdy &apos;Użyj kolorów z palety&apos; jest wyłączone lub gdy materiał jest użyty na obiekcie nie będącym fraktalem.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_material_editor.h" line="1580"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of luminosity of selected color.&lt;/p&gt;&lt;p&gt;Note: luminosity effect doesn&apos;t illuminate near objects.&lt;/p&gt;&lt;p&gt;Example of luminosity effect:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - luminosity.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;Intensywność świecenia wybranego koloru.&lt;/p&gt;&lt;p&gt;Uwaga: efekt świecenia nie oświetla innych obiektów w pobliżu.&lt;/p&gt;&lt;p&gt;Przykład efektu świecenia:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - luminosity.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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        <location filename="../qt/ui_material_editor.h" line="1584"/>
        <source>Transparency of surface:</source>
        <translation>Przezroczystość powierzchni:</translation>
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    <message>
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        <location filename="../qt/ui_material_editor.h" line="1585"/>
        <source>Luminosity color:</source>
        <translation>Kolor świecenia:</translation>
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    <message>
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        <location filename="../qt/ui_material_editor.h" line="1586"/>
        <source>Single color:</source>
        <translation>Pojedynczy kolor:</translation>
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    <message>
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        <location filename="../qt/ui_material_editor.h" line="1588"/>
        <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;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;reflectance 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;reflectance 0.8&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;reflectance 1.0 (perfect reflection)&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/material - reflectance 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance 0.8.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance 1.0.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;Intensywność efektu odbicia światła&lt;/p&gt;&lt;p&gt;Aby efekt działał, uaktywnij &apos;Śledzenie promieni światła dla odbić i przezroczystości&apos; lub &apos;mapowanie środowiskowe&apos; na zakładce &lt;span style=&quot; font-style:italic;&quot;&gt;Śledzenie promieni&lt;/span&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;reflectance 0.5&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;reflectance 0.8&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;reflectance 1.0 (perfect reflection)&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/material - reflectance 0.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance 0.8.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance 1.0.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/material_editor.ui" line="1306"/>
        <location filename="../qt/ui_material_editor.h" line="1593"/>
        <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>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensywność efektu kąta padania światła&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;cieniowanie 0.0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;cieniowanie 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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    <message>
        <location filename="../qt/material_editor.ui" line="1328"/>
        <location filename="../qt/ui_material_editor.h" line="1597"/>
        <source>Color of volume:</source>
        <translation>Kolor wnętrza:</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1341"/>
        <location filename="../qt/ui_material_editor.h" line="1599"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of luminosity effect.&lt;/p&gt;&lt;p&gt;Note: luminosity effect doesn&apos;t illuminate near objects.&lt;/p&gt;&lt;p&gt;Example of luminosity effect:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - luminosity.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;Kolor efektu świecenia.&lt;/p&gt;&lt;p&gt;Uwaga: efekt świecenia nie oświetla innych obiektów w pobliżu.&lt;/p&gt;&lt;p&gt;Przykład efektu świecenia:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - luminosity.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1376"/>
        <location filename="../qt/ui_material_editor.h" line="1603"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Index of refraction of material. It has influence on transparent objects and on non-transparent reflective objects. It affects the calculation in Fresnel&apos;s equations. &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;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;index of refraction 1.0 (gas or vacuum)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;index of refraction 1.5 (glass)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;index of refraction 2.0&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/material - transparency index of refraction 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency index of refraction 1.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency index of refraction 2.0.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;Współczynnik załamania światła materiału. Ma on wpływ zarówno na przezroczyste obiekty jak i odbijające światło. Jest on parametrem równania reflektancji Fresnel&apos;a. &lt;/p&gt;&lt;p&gt;Aby efekt działał, uaktywnij &apos;Śledzenie promieni światła dla odbić i przezroczystości&apos; na zakładce &lt;span style=&quot; font-style:italic;&quot;&gt;Śledzenie promieni&lt;/span&gt;.&lt;/p&gt;&lt;p&gt;Przykładowe wartości: próżnia 1,0; szkło.1,5; woda 1,35; diament 2,41&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;współczynnik załamania 1.0 (gaz lub próżnia)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;współczynnik załamania 1.5 (szkło)&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;współczynnik załamania 2.0&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/material - transparency index of refraction 1.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency index of refraction 1.5.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - transparency index of refraction 2.0.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/material_editor.ui" line="1398"/>
        <location filename="../qt/ui_material_editor.h" line="1608"/>
        <source>Index of refraction:</source>
        <translation>Współczynnik załamania:</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1412"/>
        <location filename="../qt/ui_material_editor.h" line="1610"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use image file as color texture.&lt;/p&gt;&lt;p&gt;Color texture is mixed with &apos;Single Color&apos; (if palette is off) or &apos;Palette&apos; (if palette is on). &lt;/p&gt;&lt;p&gt;example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - color 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;Użycie pliku z obrazem jako tekstury koloru.&lt;/p&gt;&lt;p&gt;Tekstura koloru jest miksowana z kolorem zdefiniowanym przez &apos;Pojedynczy kolor&apos; (jeśli paleta kolorów jest wyłączona) lub &apos;Paletą&apos; (jeśli paleta jest włączona). &lt;/p&gt;&lt;p&gt;przykład:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - color texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1415"/>
        <location filename="../qt/ui_material_editor.h" line="1612"/>
        <source>Use colo&amp;r texture from an image</source>
        <translation>Użyj teksturę koloru</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1542"/>
        <location filename="../qt/ui_material_editor.h" line="1631"/>
        <source>Use &amp;normal map texture</source>
        <translation>Użyj mapę wektorów normalnych</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2246"/>
        <location filename="../qt/ui_material_editor.h" line="1712"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Geometry of texture mapping&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;Planar - texture is mapped as a 2D plane&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Spherical - texture is mapped as a sphere around object center&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/material - planar mapping.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - spherical mapping.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;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;Cylindrical - texture is mapped as a cyllinder around object axis&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Cubic - texture is mapped according with the surface direction of a cube.&lt;br/&gt;Note: this mapping cannot be used with displacement map &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/material - cylindrical mapping.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - cubic mapping.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;Geometria nakładania tekstury&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;Płaskie - tekstura jest nakładana jako płaszcyna&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Sferyczne - tekstura jest nakładana sferycznie względem środka obiektu&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/material - planar mapping.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - spherical mapping.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;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;Cylindryczne - tekstura jest nakładana cylindrycznie względem osi obiektu&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Sześciennie - tekstura jest nakładana odpowiednio na wszystkie ściany sześcianu.&lt;br/&gt;Uwaga: to mapowanie nie może być użyte z mapą przemieszeń &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/material - cylindrical mapping.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - cubic mapping.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Use color &amp;texture from an image</source>
        <translation type="vanished">Użyj teksturę koloru</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1483"/>
        <location filename="../qt/ui_material_editor.h" line="1616"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to image with color texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ścieżka do obrazu z teksturą koloru&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1496"/>
        <location filename="../qt/ui_material_editor.h" line="1619"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Contrast of color texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Kontrast tekstury koloru&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1529"/>
        <location filename="../qt/ui_material_editor.h" line="1624"/>
        <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;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;Fresnel&apos;s equations off&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Fresnel&apos;s equations on&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/material - reflectance fresnel off.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance fresnel.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;Jeśli jest włączone to reflektacja jest obliczna na podstawie równań Fresnela. Innymi słowy reflektancja zależy od kąta padania światła.&lt;/p&gt;&lt;p&gt;Aby efekt działał, uaktywnij &apos;Śledzienie promieni światła dla odbić i przezroczystości&apos; na zakładce &lt;span style=&quot; font-style:italic;&quot;&gt;Śledzenie promieni&lt;/span&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;Równanie Fresnela wyłączone&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Równanie Fresnela włączone&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/material - reflectance fresnel off.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - reflectance fresnel.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/material_editor.ui" line="1532"/>
        <location filename="../qt/ui_material_editor.h" line="1626"/>
        <source>Fresnel&apos;s equations for reflectance</source>
        <translation>Równanie Fresnela dla reflektancji</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1539"/>
        <location filename="../qt/ui_material_editor.h" line="1628"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Normal mapping is a technique used for faking the lighting of bumps and dents – an implementation of bump mapping. Normal map texture changes locally the direction of the surface normal vector, (i.e. &lt;span style=&quot; text-decoration: underline;&quot;&gt;simulates&lt;/span&gt; local changes of the surface angle). It causes changes to the way that the light is reflected or diffused. Normal maps do not deform the object surface, but just give the appearance of deformation.&lt;/p&gt;&lt;p&gt;Normal map textures uses color components to define the direction of the deflection of a normal vector. Red represents X axis, green represents Y axis and blue represents Z axis. &lt;/p&gt;&lt;p&gt;Normal maps can be derived from height maps (bumpmaps)&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;Example normal map texture:&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Example height map&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/normal_map_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/displacement_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;Example object with normal map texture:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - normal map 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;Mapowanie wektorów normalnych jest techniką używaną do imitowania nierówności na powierzchni obiektu – jest to jedna z implementacji mapowania wypukłości (bump mapping). Mapa wektorów normalnych zmienia lokalnie kierunek wektora normalnego powierzchni obiektu (np. &lt;span style=&quot; text-decoration: underline;&quot;&gt;symuluje&lt;/span&gt; lokalne zmiany nachylenia powierzchni). Powoduje to zmianę kierunku odbicia oraz jasności rozpraszanego światła. Mapowanie wektorów normalnych nie deformuje kształtu obiektu, a jedynie daje wrażenie deformacji powierzchni.&lt;/p&gt;&lt;p&gt;Tekstury map wektorów normalnych używają składowych koloru do określenia kierunku odchylenia wektora normalnego. Czerwony kolor reprezentuje oś X, zielony oś Y a niebieski oś Z. &lt;/p&gt;&lt;p&gt;Mapy wektorów normalnych mogą być wyliczane z map wysokości (map wypukłości)&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;Przykład mapy wektorów normalnych:&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Przykład mapy wysokości&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/normal_map_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/displacement_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;Przykładowy obiekt z wykorzystaną mapą wektorów normalnych:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - normal map texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>&amp;Use normal map texture</source>
        <translation type="vanished">Użyj mapy wektorów normalnych</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1584"/>
        <location filename="../qt/ui_material_editor.h" line="1634"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to image with normal map texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ścieżka do obrazu z mapą wektorów normalnych&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1591"/>
        <location filename="../qt/ui_material_editor.h" line="1636"/>
        <source>Intensity:</source>
        <translation>Intensywność:</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1604"/>
        <location filename="../qt/ui_material_editor.h" line="1638"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of bumps.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensywność wypukłości&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1633"/>
        <location filename="../qt/ui_material_editor.h" line="1641"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables the use of greyscale heightmaps as bump maps like on the image below. The bump map is internally converted to a normal map. &lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/displacement_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;This texture can give the following result:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - normal map texture from bumpmap.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;Uaktywnia użycie czarno-białych map wysokości jako map wypukłości  Mapa wypukłości jest wewnętrznie przekształcana na mapę wektorów normalnych&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/displacement_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;p&gt;Ta tekstura daje następujący rezultat&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - normal map texture from bumpmap.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1636"/>
        <location filename="../qt/ui_material_editor.h" line="1643"/>
        <source>Normal map derived from greyscale bump map</source>
        <translation>Mapa wektorów normalnych obliczana z czarno-białej mapy wypukłości</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1643"/>
        <location filename="../qt/ui_material_editor.h" line="1645"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;There are two standards of normal maps. The difference between them is in the direction of the Y component of the normal vector. Visually when the Y component is swapped then the green component of the texture is inverted.&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;standard&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;inverted&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/normal_map_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/normal_map_texture_g_inv.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;To recognize which standard it is, check how the colors are located on the convex part of the texture.&lt;/p&gt;&lt;p&gt;Standard:   top left corner - green,  bottom right- red&lt;/p&gt;&lt;p&gt;Inverted:    bottom left corner - green,  right top - red&lt;/p&gt;&lt;p&gt;If you use inverted texture, then this check box should be ticked.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Obecnie są używana dwa standardy map wektorów normalnych. Różnią się one kierunkiem składowej Y wektorów normalnych. Wizualnie gdy składowa Y jest zamieniona to zielona składowa koloru jest odwrócona.&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;standardowa&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;odwrócona&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/normal_map_texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/normal_map_texture_g_inv.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;Aby rozpoznać który standard został użyty, należy sprawdzić jak kolory są ulokowane na wypukłej części tekstury&lt;/p&gt;&lt;p&gt;Standardowa:   lewy górny róg - zielony,  prawy dolny- czerwony&lt;/p&gt;&lt;p&gt;Odwrócona:    lewy dolny róg - zielony,  prawy górny - czerwony&lt;/p&gt;&lt;p&gt;Jeśli używasz odwróconej tekstury, to ta opcja powinna być zaznaczona.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1646"/>
        <location filename="../qt/ui_material_editor.h" line="1647"/>
        <source>Invert green (Y+ / Y-)</source>
        <translation>Odwróć zielony (Y+ / Y-)</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1658"/>
        <location filename="../qt/ui_material_editor.h" line="1649"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Color of interior of transparent objects.&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;Kolor wnętrza przezroczystego obiektu&lt;/p&gt;&lt;p&gt;Aby użyć ten efekt, uaktywnij &lt;i&gt;Śledzenie promieni światła dla odbić i przezroczystości&lt;/i&gt; w zakładce &lt;span style=&quot; font-style:italic;&quot;&gt;Śledzenie promieni.&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1687"/>
        <location filename="../qt/ui_material_editor.h" line="1653"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use image as a texture for luminosity effect.&lt;/p&gt;&lt;p&gt;Example:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - luminosity 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;Użyj obrazu jako tekstury dla efektu świecenia.&lt;/p&gt;&lt;p&gt;Przykład:&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - luminosity texture.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1690"/>
        <location filename="../qt/ui_material_editor.h" line="1655"/>
        <source>Use luminosity te&amp;xture</source>
        <translation>Użyj teksturę świecenia</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1758"/>
        <location filename="../qt/ui_material_editor.h" line="1659"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Path to image with luminosity texture&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Ścieżka do obrazu z teksturą świecenia&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1771"/>
        <location filename="../qt/ui_material_editor.h" line="1662"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Brightness of luminosity texture.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Jasność tekstury świecenia.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1818"/>
        <location filename="../qt/ui_material_editor.h" line="1667"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Intensity of specular highlights&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;brightness 0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;brightness 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;Intensywność odblasków&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;jasność 0&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;jasność 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/material_editor.ui" line="1849"/>
        <location filename="../qt/ui_material_editor.h" line="1671"/>
        <source>Texture mapping</source>
        <translation>Mapowanie tekstury</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1894"/>
        <location filename="../qt/material_editor.ui" line="2010"/>
        <location filename="../qt/material_editor.ui" line="2377"/>
        <location filename="../qt/ui_material_editor.h" line="1673"/>
        <location filename="../qt/ui_material_editor.h" line="1688"/>
        <location filename="../qt/ui_material_editor.h" line="1723"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Rotation of the texture relative to the object orientation.&lt;/p&gt;&lt;p&gt;Example of rotated texture&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - planar mapping - rotated.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;Obrót tekstury względem orientacji obiektu.&lt;/p&gt;&lt;p&gt;Przykład obróconej tekstury&lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - planar mapping - rotated.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1935"/>
        <location filename="../qt/ui_material_editor.h" line="1678"/>
        <source>Mapping type:</source>
        <translation>Typ mapowania:</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1942"/>
        <location filename="../qt/ui_material_editor.h" line="1679"/>
        <source>Texture center:
(relative to
object size)</source>
        <translation>Środek tektury
(względem
wielkości obiektu)</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="1979"/>
        <location filename="../qt/material_editor.ui" line="2073"/>
        <location filename="../qt/material_editor.ui" line="2333"/>
        <location filename="../qt/ui_material_editor.h" line="1683"/>
        <location filename="../qt/ui_material_editor.h" line="1695"/>
        <location filename="../qt/ui_material_editor.h" line="1718"/>
        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Position of center of the texture. Position is relative to object size.&lt;/p&gt;&lt;p&gt;Note: object size of fractal object is always 1 x 1 x 1.&lt;/p&gt;&lt;p&gt;Example of changed texture center [0.3, 0.3, 0.0] &lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.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;Pozycja środka tekstury. Pozycja jest liczona względem wielkości obiektu.&lt;/p&gt;&lt;p&gt;Uwaga: wielkość obiektu będącego fraktalem jest zawsze równa 1 x 1 x 1.&lt;/p&gt;&lt;p&gt;Przykład przesuniętego środka tekstury [0.3, 0.3, 0.0] &lt;/p&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - cubic mapping - center 0.3 0.3 0.0.jpg&quot;/&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2114"/>
        <location filename="../qt/ui_material_editor.h" line="1700"/>
        <source>Texture scale:
(relative to
object size)</source>
        <translation>Skala tekstury:
(względem
wielkości obiektu)</translation>
    </message>
    <message>
        <location filename="../qt/material_editor.ui" line="2164"/>
        <location filename="../qt/ui_material_editor.h" line="1703"/>
        <source>alpha:</source>
        <translation>alfa:</translation>
    </message>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Geometry of texture mapping&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;Planar - texture is mapped as a 2D plane&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Spherical - texture is mapped as a sphere around object center&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/material - planar mapping.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - spherical mapping.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;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;Cylindrical - texture is mapped as a cyllinder around object axis&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;Cubic - texture is mapped according with the surface direction of a cube.&lt;br/&gt;Note: this mapping cannot be used with displacement map &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/material - cyllindrical mapping.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;p&gt;&lt;img src=&quot;:/tooltips/tooltips_images/material - cubic mapping.jpg&quot;/&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <location filename="../qt/ui_preferencesdialog.h" line="664"/>
        <source>8 bit</source>
        <translation>8 bit</translation>
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    <message>
        <location filename="../qt/preferencesdialog.ui" line="499"/>
        <location filename="../qt/preferencesdialog.ui" line="532"/>
        <location filename="../qt/preferencesdialog.ui" line="565"/>
        <location filename="../qt/preferencesdialog.ui" line="606"/>
        <location filename="../qt/ui_preferencesdialog.h" line="639"/>
        <location filename="../qt/ui_preferencesdialog.h" line="647"/>
        <location filename="../qt/ui_preferencesdialog.h" line="655"/>
        <location filename="../qt/ui_preferencesdialog.h" line="665"/>
        <source>16 bit</source>
        <translation>16 bit</translation>
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    <message>
        <location filename="../qt/preferencesdialog.ui" line="504"/>
        <location filename="../qt/preferencesdialog.ui" line="537"/>
        <location filename="../qt/preferencesdialog.ui" line="570"/>
        <location filename="../qt/preferencesdialog.ui" line="611"/>
        <location filename="../qt/ui_preferencesdialog.h" line="640"/>
        <location filename="../qt/ui_preferencesdialog.h" line="648"/>
        <location filename="../qt/ui_preferencesdialog.h" line="656"/>
        <location filename="../qt/ui_preferencesdialog.h" line="666"/>
        <source>32 bit</source>
        <translation>32 bit</translation>
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    <message>
        <location filename="../qt/preferencesdialog.ui" line="519"/>
        <location filename="../qt/ui_preferencesdialog.h" line="643"/>
        <source>Alpha</source>
        <translation>Alpha</translation>
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    <message>
        <location filename="../qt/preferencesdialog.ui" line="469"/>
        <location filename="../qt/ui_preferencesdialog.h" line="633"/>
        <source>Quality</source>
        <translation>Jakość</translation>
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    <message>
        <location filename="../qt/preferencesdialog.ui" line="476"/>
        <location filename="../qt/ui_preferencesdialog.h" line="634"/>
        <source>Postfix</source>
        <translation>Rozszerzenie</translation>
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    <message>
        <location filename="../qt/preferencesdialog.ui" line="462"/>
        <location filename="../qt/ui_preferencesdialog.h" line="632"/>
        <source>Image Channel</source>
        <translation>Kanał obrazu</translation>
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    <message>
        <location filename="../qt/preferencesdialog.ui" line="295"/>
        <location filename="../qt/ui_preferencesdialog.h" line="619"/>
        <source>Advanced</source>
        <translation>Zaawansowane</translation>
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    <message>
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        <location filename="../qt/ui_preferencesdialog.h" line="620"/>
        <source>Logging verbosity level</source>
        <translation>Poziom szczegółowości pliku dziennika</translation>
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    <message>
        <location filename="../qt/preferencesdialog.ui" line="353"/>
        <location filename="../qt/ui_preferencesdialog.h" line="622"/>
        <source>Retrieve default toolbar presets</source>
        <translation>Przywróć domyślne predefiniowane ustawienia na pasku narzędzi</translation>
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    <message>
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        <location filename="../qt/ui_preferencesdialog.h" line="623"/>
        <source>Retrieve default materials in material folder</source>
        <translation>Przywróć domyślne materiały w folderze z materiałami</translation>
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    <message>
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        <location filename="../qt/ui_preferencesdialog.h" line="676"/>
        <source>Image</source>
        <translation>Obraz</translation>
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    <message>
        <location filename="../qt/preferencesdialog.ui" line="483"/>
        <location filename="../qt/ui_preferencesdialog.h" line="635"/>
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        <translation>Kolor</translation>
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    <message>
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        <location filename="../qt/ui_preferencesdialog.h" line="659"/>
        <source>Following channels are only rendered on demand
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    <message>
        <location filename="../qt/preferencesdialog.ui" line="593"/>
        <location filename="../qt/ui_preferencesdialog.h" line="661"/>
        <source>Surface Normal</source>
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        <location filename="../qt/ui_preferencesdialog.h" line="669"/>
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        <location filename="../qt/ui_preferencesdialog.h" line="670"/>
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        <location filename="../qt/preferencesdialog.ui" line="693"/>
        <location filename="../qt/ui_preferencesdialog.h" line="671"/>
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        <translation>Dodaj kanał alpha do obrazu (tylko PNG i TIFF)</translation>
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        <location filename="../qt/ui_preferencesdialog.h" line="672"/>
        <source>Thumbnail options</source>
        <translation>Opcje miniatur</translation>
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        <location filename="../qt/ui_preferencesdialog.h" line="673"/>
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        <location filename="../qt/ui_preferencesdialog.h" line="674"/>
        <source>Load</source>
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    <message>
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        <location filename="../qt/ui_preferencesdialog.h" line="675"/>
        <source>Generate</source>
        <translation>Generuj</translation>
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    <message>
        <source>Append alpha to image (only PNG)</source>
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    <message>
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        <location filename="../qt/ui_preferencesdialog.h" line="621"/>
        <source>Do not ask for quit confirmation</source>
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    <message>
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        <location filename="../qt/preferencesdialog.cpp" line="76"/>
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    <message>
        <location filename="../qt/ui_volume_slice_dialog.h" line="442"/>
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    <message>
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        <source>MaxIter</source>
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        <source>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Start rendering of slices based on actual settings&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
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        <translation>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Przerywa renderowanie plastrów&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
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    <message>
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<context>
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    <message>
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<context>
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        <location filename="../qt/ui_voxel_export_dialog.h" line="438"/>
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    <message>
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        <location filename="../qt/ui_voxel_export_dialog.h" line="439"/>
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    <message>
        <location filename="../qt/voxel_export_dialog.ui" line="109"/>
        <location filename="../qt/ui_voxel_export_dialog.h" line="441"/>
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    <message>
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    <message>
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        <location filename="../qt/ui_voxel_export_dialog.h" line="444"/>
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        <location filename="../qt/ui_voxel_export_dialog.h" line="445"/>
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        <location filename="../qt/ui_voxel_export_dialog.h" line="451"/>
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    <message>
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    <message>
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<context>
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        <translation type="vanished">Start programu bez graficznego interfejsu użytkownika.</translation>
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        <location filename="../src/command_line_interface.cpp" line="57"/>
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    <message>
        <location filename="../src/command_line_interface.cpp" line="58"/>
        <location filename="../src/command_line_interface.cpp" line="62"/>
        <location filename="../src/command_line_interface.cpp" line="89"/>
        <location filename="../src/command_line_interface.cpp" line="101"/>
        <location filename="../src/command_line_interface.cpp" line="108"/>
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        <translation>N</translation>
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    <message>
        <location filename="../src/command_line_interface.cpp" line="61"/>
        <source>Stops rendering on frame number &lt;N&gt;.</source>
        <translation>Zatrzymanie renderowania na klatce numer &lt;N&gt;. </translation>
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    <message>
        <source>Overrides item &apos;&lt;KEY&gt;&apos; from settings file with new value &apos;&lt;VALUE&gt;&apos;.
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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="vanished">Nadpisuje parameter &lt;KLUCZ&gt; z pliku z ustawieniami nową wartością &lt;WARTOŚĆ&gt;.
Wyspecyfikuj wiele par KLUCZ=WARTOŚĆ przez separowanie ich znakiem # (KLUCZ1=WARTOŚĆ1#KLUCZ2=WARTOŚĆ2). Weź całe wyrażenie w cudzysłów aby uniknąć problemów z przetwarzaniem spacji
nadpisanie parametru danego fraktala musi być w formie: fractal&lt;N&gt;_KLUCZ=WARTOŚĆ z &lt;N&gt; jako numer fraktala</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="71"/>
        <source>Lists all possible parameters &apos;&lt;KEY&gt;&apos; with corresponding default value &apos;&lt;VALUE&gt;&apos;.</source>
        <translation>Wylistowanie wszystkich możliwych parametrów &lt;KLUCZ&gt; z odpowiadającymi im domyślnymi wartościami &lt;WARTOŚĆ&gt;.</translation>
    </message>
    <message>
        <source>Image output format:
jpg - JPEG format (default)
png - PNG format
png16 - 16-bit PNG format
png16alpha - 16-bit PNG with alpha channel format
exr - EXR format</source>
        <translation type="vanished">Format zapisywanego obrazu:
jpg - format JPEG
png - format PNG
png16 - 16-bitowy format PNG
png16alpha - 16 bitowy format PNG z kanałem alpha
exr - format EXR</translation>
    </message>
    <message>
        <source>Image output format:
jpg - JPEG format (default)
png - PNG format
png16 - 16-bit PNG format
png16alpha - 16-bit PNG with alpha channel format
exr - EXR format
tiff - TIFF format</source>
        <translation type="vanished">Format zapisywanego obrazu:
jpg - format JPEG
png - format PNG
png16 - 16-bitowy format PNG
png16alpha - 16 bitowy format PNG z kanałem alpha
exr - format EXR
tiff - format TIFF</translation>
    </message>
    <message>
        <source>Overrides image resolution.</source>
        <translation type="vanished">Nadpisanie rozdzielczości obrazu. </translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="65"/>
        <source>&lt;KEY=VALUE&gt; overrides 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;: &lt;KEY1=VALUE1#KEY2=VALUE2&gt;. 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; being index of fractal</source>
        <translation>&lt;KLUCZ=WARTOSC&gt; Nadpisuje parameter &lt;KLUCZ&gt; z pliku z ustawieniami nową wartością &lt;WARTOSC&gt;.
Wyspecyfikuj wiele par KLUCZ=WARTOŚĆ przez separowanie ich znakiem # &lt;KLUCZ1=WARTOSC1#KLUCZ2=WARTOSC2&gt;. Weź całe wyrażenie w cudzysłów aby uniknąć problemów z przetwarzaniem spacji
Nadpisanie parametru danego fraktala musi być w formie: fractal&lt;N&gt;_KLUCZ=WARTOSC z &lt;N&gt; jako numer fraktala</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="68"/>
        <source>...</source>
        <translation>...</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="74"/>
        <source>Image output format:
  jpg - JPEG format (default)
  png - PNG format
  png16 - 16-bit PNG format
  png16alpha - 16-bit PNG with alpha channel format
  exr - EXR format
  tiff - TIFF format</source>
        <translation>Format zapisywanego obrazu:
  jpg - format JPEG
  png - format PNG
  png16 - 16-bitowy format PNG
  png16alpha - 16 bitowy format PNG z kanałem alpha
  exr - format EXR
  tiff - format TIFF</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="84"/>
        <source>Overrides image resolution. Specify as width and height separated by &apos;x&apos;</source>
        <translation>Nadpisanie rozdzielczości obrazu. Rozdzielczość musi być podana jako szerokość i wysokość oddzielone znakiem &apos;x&apos;</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="85"/>
        <source>WxH</source>
        <translation>SZERxWYS</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="88"/>
        <source>Overrides frames per key parameter.</source>
        <translation>Nadpisanie ilości klatek przypadajacych na klatkę kluczową. </translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="92"/>
        <source>Sets application as a server listening for clients.</source>
        <translation>Ustawienie aplikacji jako serwera nasłuchującego klientów.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="95"/>
        <source>Sets application as a client connected to server of given host address (Host can be of type IPv4, IPv6 and Domain name address).</source>
        <translation>Ustawienie aplikacji jako klient podłączony do serwera o danym adresie (może być podany jako IPv4, IPv6 lub nazwa w domenie).</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="100"/>
        <source>Sets network port number for netrender (default 5555).</source>
        <translation>Ustawia numer portu sieciowego dla NetRender (domyślnie 5555).</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="104"/>
        <source>Starts program without ANSI colors, when execution on CLI.</source>
        <translation>Uruchomienie programu bez kolorów ANSI, kiedy jest uruchomiony w CLI.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="107"/>
        <source>Saves rendered image(s) to this file / folder.</source>
        <translation>Zapisuje zrenderowane obraz(y) do tego folderu / pliku.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="111"/>
        <source>Renders all images from common queue.</source>
        <translation>Renderowanie wszystkich obrazów ze wspólnej kolejki.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="114"/>
        <source>This will run testcases on the mandelbulber instance</source>
        <translation>Uruchomienie testów oprogramowania</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="117"/>
        <source>Renders the voxel volume in a stack of images.</source>
        <translation>Renderuje voxele jako obrazy z plastrami</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="120"/>
        <source>Shows statistics while rendering in CLI mode.</source>
        <translation>Wyświetla statystyki podczas renderowania w trybie CLI.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="123"/>
        <source>Shows help about input.</source>
        <translation>Wyświetla pomoc odnośnie plików wejściowych.</translation>
    </message>
    <message>
        <source>Stop rendering on frame number &lt;N&gt;.</source>
        <translation type="vanished">Zatrzymaj renderowanie na klatce numer &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>
        <translation type="obsolete"> </translation>
    </message>
    <message>
        <source>KEY=VALUE</source>
        <translation type="vanished">KLUCZ=WAROTŚĆ </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="obsolete"> </translation>
    </message>
    <message>
        <source>Render keyframe animation</source>
        <translation type="vanished">Renderowanie animacji z klatkami kluczowymi</translation>
    </message>
    <message>
        <source>Render flight animation</source>
        <translation type="vanished">Renderuj animację lotu</translation>
    </message>
    <message>
        <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="vanished">Nadpisz parameter &lt;KLUCZ&gt; z pliku z ustawieniami nową wartością &lt;WARTOŚĆ&gt;.
Wyspecyfikuj wiele par KLUCZ=WARTOŚĆ przez separowanie ich znakiem # (KLUCZ1=WARTOŚĆ1#KLUCZ2=WARTOŚĆ2). Weź całe wyrażenie w cudzysłów aby uniknąć problemów z przetwarzaniem spacji
nadpisanie parametru danego fraktala musi być w formie: fractal&lt;N&gt;_KLUCZ=WARTOŚĆ z &lt;N&gt; jako numer fraktala</translation>
    </message>
    <message>
        <source>List all possible parameters &apos;&lt;KEY&gt;&apos; with corresponding default value &apos;&lt;value&gt;&apos;.</source>
        <translation type="vanished">Wylistowanie wszystkich możliwych parametrów &lt;KLUCZ&gt; z odpowiadającymi im domyślnymi wartościami &lt;WARTOŚĆ&gt;.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="40"/>
        <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>Mandelbulber jest prostym w użyciu programem, który jest zaprojektowany do renderowania trójwymiarowych fraktali nazywanymi Mandelbulb oraz innych typów fraktali jak Mandelbox, Bulbbox, Juliabulb, Menger Sponge, IFS</translation>
    </message>
    <message>
        <source>List all possible parameters &apos;&lt;KEY&gt;&apos; with corresponding default value &apos;&lt;VALUE&gt;&apos;.</source>
        <translation type="vanished">Wylistowanie wszystkich możliwych parametrów &lt;KLUCZ&gt; z odpowiadającymi im domyślnymi wartościami &lt;WARTOŚĆ&gt;.</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
exr - EXR format</source>
        <translation type="vanished">Format zapisywanego obrazu:
jpg - format JPEG
png - format PNG
png16 - 16-bitowy format PNG
png16alpha - 16 bitowy format PNG z kanałem alpha
exr - format EXR</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="81"/>
        <source>FORMAT</source>
        <translation>FORMAT</translation>
    </message>
    <message>
        <source>Override image resolution.</source>
        <translation type="vanished">Nadpisanie rozdzielczości obrazu. </translation>
    </message>
    <message>
        <source>WIDTHxHEIGHT</source>
        <translation type="vanished">SZEROKOŚĆxWYSOKOŚĆ </translation>
    </message>
    <message>
        <source>Override frames per key parameter.</source>
        <translation type="vanished">Nadpisanie ilości klatek przypadajacych na klatkę kluczową. </translation>
    </message>
    <message>
        <source>Set application as a server listening for clients.</source>
        <translation type="vanished">Ustawienie aplikacji jako serwera nasłuchującego klientów.</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">Ustawienie aplikacji jako klient podłączony do serwera o danym adresie (może być podany jako IPv4, IPv6 lub nazwa w domenie).</translation>
    </message>
    <message>
        <source>Start program without ANSI colors, when execution on CLI.</source>
        <translation type="vanished">Uruchomienie programu bez kolorów ANSI, kiedy jest uruchomiony w CLI.</translation>
    </message>
    <message>
        <source>Save rendered image(s) to this file / folder.</source>
        <translation type="vanished">Zapisuje zrenderowane obraz(y) do tego folderu / pliku.</translation>
    </message>
    <message>
        <source>Render all images from common queue.</source>
        <translation type="vanished">Renderowanie wszystkich obrazów ze wspólnej kolejki.</translation>
    </message>
    <message>
        <source>Show statistics while rendering in CLI mode.</source>
        <translation type="vanished">Wyświetl statystyki podczas renderowania w trybie CLI.</translation>
    </message>
    <message>
        <source>Show statistics while renderering in CLI mode.</source>
        <translation type="vanished">Wyświetl statystyki podczas renderowania w tybie CLI.</translation>
    </message>
    <message>
        <source>Show help about input.</source>
        <translation type="vanished">Wyświetl pomoc odnośnie plików wejściowych.</translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="125"/>
        <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>plik z ustawieniami fraktala (program próbuje znaleść plik także w katalogu ~/.mandelbulber/settings)
Kiedy &lt;plik_z_ustawieniami&gt; jest dany jako argument, to program wystartuje w trybie --nogui. &lt;plik_z_ustawieniami&gt; może być także wyspecyfikowany jako lista - szczegóły są w opcji --help-input</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="obsolete"> </translation>
    </message>
    <message>
        <location filename="../src/command_line_interface.cpp" line="97"/>
        <source>N.N.N.N</source>
        <translation>N.N.N.N</translation>
    </message>
    <message>
        <source>Set network port number for Netrender (default 5555).</source>
        <translation type="vanished">Ustaw numer portu sieciowego dla NetRender (domyślnie 5555) </translation>
    </message>
</context>
</TS>