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* Update translation filesupdatepo.sh2022-07-20
| | | | strings from #12131 and #7629 included prematurely for sake of the release
* Update translationsupdatepo.sh2022-01-25
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* Update translation filesupdatepo.sh2021-11-27
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* Update translation filesupdatepo.sh2021-06-16
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* Update translation filesupdatepo.sh2021-02-23
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* Update translation filesupdatepo.sh2021-01-30
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* Translated using Weblate (Kazakh)Fontan 0302021-01-30
| | | | Currently translated at 4.0% (54 of 1350 strings)
* Translated using Weblate (Kazakh)Fontan 0302020-07-08
| | | | Currently translated at 2.5% (34 of 1350 strings)
* Update translation filesupdatepo.sh2020-06-13
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* Translated using Weblate (Kazakh)Fontan 0302020-06-13
| | | | Currently translated at 1.8% (24 of 1288 strings)
* Update translation filesupdatepo.sh2020-04-03
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* Update translation sourcesrubenwardy2020-01-24
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* Translated using Weblate (Kazakh)rubenwardy2020-01-24
| | | | Currently translated at 0.2% (2 of 1274 strings)
* Translated using Weblate (Kazakh)Krock2020-01-24
| | | | Currently translated at 0.1% (1 of 1274 strings)
* Update translation stringsupdatepo.sh2019-10-12
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* Update from Weblate (hacky)Translators2019-10-12
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* Update translation stringsupdatepo.sh2019-09-09
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* Run updatepo.shTranslations2019-02-24
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* Update translationsTranslations2019-02-24
haderSource creates and caches shaders. */ class IShaderSource { public: IShaderSource(){} virtual ~IShaderSource(){} virtual u32 getShaderIdDirect(const std::string &name, const u8 material_type, const u8 drawtype){return 0;} virtual ShaderInfo getShaderInfo(u32 id){return ShaderInfo();} virtual u32 getShader(const std::string &name, const u8 material_type, const u8 drawtype){return 0;} }; class IWritableShaderSource : public IShaderSource { public: IWritableShaderSource(){} virtual ~IWritableShaderSource(){} virtual u32 getShaderIdDirect(const std::string &name, const u8 material_type, const u8 drawtype){return 0;} virtual ShaderInfo getShaderInfo(u32 id){return ShaderInfo();} virtual u32 getShader(const std::string &name, const u8 material_type, const u8 drawtype){return 0;} virtual void processQueue()=0; virtual void insertSourceShader(const std::string &name_of_shader, const std::string &filename, const std::string &program)=0; virtual void rebuildShaders()=0; virtual void addGlobalConstantSetter(IShaderConstantSetter *setter)=0; }; IWritableShaderSource* createShaderSource(IrrlichtDevice *device); void dumpShaderProgram(std::ostream &output_stream, const std::string &program_type, const std::string &program); #endif