GLInfo: Add localization for capabilities.
Change-Id: Iafa1ab40962df779efd85a708a54358c96bcaaf3 Reviewed-on: https://review.haiku-os.org/c/haiku/+/2622 Reviewed-by: Adrien Destugues <pulkomandy@gmail.com>
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@ -53,51 +53,51 @@ CapabilitiesView::CapabilitiesView()
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// add the rows
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fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_AUX_BUFFERS,
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"Auxiliary buffer(s)"));
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B_TRANSLATE("Auxiliary buffer(s)")));
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fCapabilitiesList->AddRow(_CreateCapabilitiesRow(
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GL_MAX_MODELVIEW_STACK_DEPTH, "Model stack size"));
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GL_MAX_MODELVIEW_STACK_DEPTH, B_TRANSLATE("Model stack size")));
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fCapabilitiesList->AddRow(_CreateCapabilitiesRow(
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GL_MAX_PROJECTION_STACK_DEPTH, "Projection stack size"));
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GL_MAX_PROJECTION_STACK_DEPTH, B_TRANSLATE("Projection stack size")));
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fCapabilitiesList->AddRow(_CreateCapabilitiesRow(
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GL_MAX_TEXTURE_STACK_DEPTH, "Texture stack size"));
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GL_MAX_TEXTURE_STACK_DEPTH, B_TRANSLATE("Texture stack size")));
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fCapabilitiesList->AddRow(_CreateCapabilitiesRow(
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GL_MAX_NAME_STACK_DEPTH, "Name stack size"));
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GL_MAX_NAME_STACK_DEPTH, B_TRANSLATE("Name stack size")));
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fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_LIST_NESTING,
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"List stack size"));
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B_TRANSLATE("List stack size")));
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fCapabilitiesList->AddRow(_CreateCapabilitiesRow(
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GL_MAX_ATTRIB_STACK_DEPTH, "Attributes stack size"));
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GL_MAX_ATTRIB_STACK_DEPTH, B_TRANSLATE("Attributes stack size")));
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fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_TEXTURE_SIZE,
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"Maximum 2D texture size"));
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B_TRANSLATE("Maximum 2D texture size")));
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fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_3D_TEXTURE_SIZE,
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"Maximum 3D texture size"));
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B_TRANSLATE("Maximum 3D texture size")));
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fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_TEXTURE_UNITS_ARB,
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"Maximum texture units"));
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B_TRANSLATE("Maximum texture units")));
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fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_LIGHTS,
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"Maximum lights"));
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B_TRANSLATE("Maximum lights")));
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fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_CLIP_PLANES,
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"Maximum clipping planes"));
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B_TRANSLATE("Maximum clipping planes")));
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fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_EVAL_ORDER,
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"Maximum evaluators equation order"));
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B_TRANSLATE("Maximum evaluators equation order")));
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fCapabilitiesList->AddRow(_CreateConvolutionCapabilitiesRow());
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fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_ELEMENTS_INDICES,
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"Maximum recommended index elements"));
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B_TRANSLATE("Maximum recommended index elements")));
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fCapabilitiesList->AddRow(_CreateCapabilitiesRow(GL_MAX_ELEMENTS_VERTICES,
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"Maximum recommended vertex elements"));
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B_TRANSLATE("Maximum recommended vertex elements")));
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// add the list
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