GLInfo: Add localization for capabilities.

Change-Id: Iafa1ab40962df779efd85a708a54358c96bcaaf3
Reviewed-on: https://review.haiku-os.org/c/haiku/+/2622
Reviewed-by: Adrien Destugues <[email protected]>
This commit is contained in:
Murai Takashi
2020-05-09 19:25:49 +00:00
committed by waddlesplash
parent 2edfb7b145
commit 75ffe22658
@@ -53,51 +53,51 @@ CapabilitiesView::CapabilitiesView()
// add the rows // add the rows
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_AUX_BUFFERS, fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_AUX_BUFFERS,
"Auxiliary buffer(s)")); B_TRANSLATE("Auxiliary buffer(s)")));
fCapabilitiesList->AddRow(_CreateCapabilitiesRow( fCapabilitiesList->AddRow(_CreateCapabilitiesRow(
GL_MAX_MODELVIEW_STACK_DEPTH, "Model stack size")); GL_MAX_MODELVIEW_STACK_DEPTH, B_TRANSLATE("Model stack size")));
fCapabilitiesList->AddRow(_CreateCapabilitiesRow( fCapabilitiesList->AddRow(_CreateCapabilitiesRow(
GL_MAX_PROJECTION_STACK_DEPTH, "Projection stack size")); GL_MAX_PROJECTION_STACK_DEPTH, B_TRANSLATE("Projection stack size")));
fCapabilitiesList->AddRow(_CreateCapabilitiesRow( fCapabilitiesList->AddRow(_CreateCapabilitiesRow(
GL_MAX_TEXTURE_STACK_DEPTH, "Texture stack size")); GL_MAX_TEXTURE_STACK_DEPTH, B_TRANSLATE("Texture stack size")));
fCapabilitiesList->AddRow(_CreateCapabilitiesRow( fCapabilitiesList->AddRow(_CreateCapabilitiesRow(
GL_MAX_NAME_STACK_DEPTH, "Name stack size")); GL_MAX_NAME_STACK_DEPTH, B_TRANSLATE("Name stack size")));
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_LIST_NESTING, fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_LIST_NESTING,
"List stack size")); B_TRANSLATE("List stack size")));
fCapabilitiesList->AddRow(_CreateCapabilitiesRow( fCapabilitiesList->AddRow(_CreateCapabilitiesRow(
GL_MAX_ATTRIB_STACK_DEPTH, "Attributes stack size")); GL_MAX_ATTRIB_STACK_DEPTH, B_TRANSLATE("Attributes stack size")));
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_TEXTURE_SIZE, fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_TEXTURE_SIZE,
"Maximum 2D texture size")); B_TRANSLATE("Maximum 2D texture size")));
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_3D_TEXTURE_SIZE, fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_3D_TEXTURE_SIZE,
"Maximum 3D texture size")); B_TRANSLATE("Maximum 3D texture size")));
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_TEXTURE_UNITS_ARB, fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_TEXTURE_UNITS_ARB,
"Maximum texture units")); B_TRANSLATE("Maximum texture units")));
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_LIGHTS, fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_LIGHTS,
"Maximum lights")); B_TRANSLATE("Maximum lights")));
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_CLIP_PLANES, fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_CLIP_PLANES,
"Maximum clipping planes")); B_TRANSLATE("Maximum clipping planes")));
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_EVAL_ORDER, fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_EVAL_ORDER,
"Maximum evaluators equation order")); B_TRANSLATE("Maximum evaluators equation order")));
fCapabilitiesList->AddRow(_CreateConvolutionCapabilitiesRow()); fCapabilitiesList->AddRow(_CreateConvolutionCapabilitiesRow());
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_ELEMENTS_INDICES, fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_ELEMENTS_INDICES,
"Maximum recommended index elements")); B_TRANSLATE("Maximum recommended index elements")));
fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_ELEMENTS_VERTICES, fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_ELEMENTS_VERTICES,
"Maximum recommended vertex elements")); B_TRANSLATE("Maximum recommended vertex elements")));
// add the list // add the list