<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE TS>
<TS version="2.0" language="fr" sourcelanguage="en">
<context>
    <name>CmdMeshAddFacet</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Add triangle</source>
        <translation>Ajouter un triangle</translation>
    </message>
    <message>
        <source>Add triangle manually to a mesh</source>
        <translation>Ajouter manuellement un triangle à une maille</translation>
    </message>
</context>
<context>
    <name>CmdMeshBoundingBox</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Boundings info...</source>
        <translation>Dimensions extérieures...</translation>
    </message>
    <message>
        <source>Shows the boundings of the selected mesh</source>
        <translation>Affiche les dimensions englobantes du maillage sélectionné</translation>
    </message>
</context>
<context>
    <name>CmdMeshBuildRegularSolid</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Regular solid...</source>
        <translation>Solide régulier...</translation>
    </message>
    <message>
        <source>Builds a regular solid</source>
        <translation>Construire un solide régulier</translation>
    </message>
</context>
<context>
    <name>CmdMeshDemolding</name>
    <message>
        <source>Interactive demolding direction</source>
        <translation>Direction de démoulage interactive</translation>
    </message>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
</context>
<context>
    <name>CmdMeshDifference</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Difference</source>
        <translation>Différence</translation>
    </message>
</context>
<context>
    <name>CmdMeshEvaluateFacet</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Face info</source>
        <translation>Infos sur la face</translation>
    </message>
    <message>
        <source>Information about face</source>
        <translation>Informations sur la face</translation>
    </message>
</context>
<context>
    <name>CmdMeshEvaluateSolid</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Check solid mesh</source>
        <translation>Vérifier le maillage solide</translation>
    </message>
    <message>
        <source>Checks whether the mesh is a solid</source>
        <translation>Vérifie si le maillage est un solide</translation>
    </message>
</context>
<context>
    <name>CmdMeshEvaluation</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Opens a dialog to analyze and repair a mesh</source>
        <translation>Ouvre une fenêtre permettant d&apos;analyser et de réparer un maillage</translation>
    </message>
    <message>
        <source>Evaluate &amp;&amp; Repair mesh...</source>
        <translation>Évaluer et réparer un maillage...</translation>
    </message>
</context>
<context>
    <name>CmdMeshExMakeMesh</name>
    <message>
        <source>Mesh</source>
        <translation type="obsolete">Maillage</translation>
    </message>
    <message>
        <source>Make a Box</source>
        <translation type="obsolete">Créer un cube</translation>
    </message>
</context>
<context>
    <name>CmdMeshExMakeTool</name>
    <message>
        <source>Mesh</source>
        <translation type="obsolete">Maillage</translation>
    </message>
    <message>
        <source>Make a Tool</source>
        <translation type="obsolete">Créer un outil</translation>
    </message>
</context>
<context>
    <name>CmdMeshExMakeUnion</name>
    <message>
        <source>Mesh</source>
        <translation type="obsolete">Maillage</translation>
    </message>
    <message>
        <source>Make Union</source>
        <translation type="obsolete">Union</translation>
    </message>
</context>
<context>
    <name>CmdMeshExport</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Export mesh...</source>
        <translation>Exporter le maillage...</translation>
    </message>
    <message>
        <source>Exports a mesh to file</source>
        <translation>Exporte le maillage dans un fichier</translation>
    </message>
</context>
<context>
    <name>CmdMeshFillInteractiveHole</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Close hole</source>
        <translation>Boucher un trou</translation>
    </message>
    <message>
        <source>Close holes interactively</source>
        <translation>Bouche un trou de manière interactive</translation>
    </message>
</context>
<context>
    <name>CmdMeshFillupHoles</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Fill holes...</source>
        <translation>Remplir les trous...</translation>
    </message>
    <message>
        <source>Fill holes of the mesh</source>
        <translation>Remplit un trou de manière interactive</translation>
    </message>
</context>
<context>
    <name>CmdMeshFlipNormals</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Flip normals</source>
        <translation>Inverser les normales</translation>
    </message>
    <message>
        <source>Flips the normals of the mesh</source>
        <translation>Inverse les normales du maillage</translation>
    </message>
</context>
<context>
    <name>CmdMeshFromGeometry</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Create mesh from geometry...</source>
        <translation>Créer un maillage depuis une géométrie...</translation>
    </message>
    <message>
        <source>Create mesh from the selected geometry</source>
        <translation>Crée un maillage à partir de la géométrie sélectionnée</translation>
    </message>
</context>
<context>
    <name>CmdMeshFromPartShape</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Maillage</translation>
    </message>
    <message>
        <source>Create mesh from shape...</source>
        <translation type="unfinished">Créer un maillage à partir d&apos;une forme...</translation>
    </message>
    <message>
        <source>Tessellate shape</source>
        <translation type="unfinished">Tessellation de la forme</translation>
    </message>
</context>
<context>
    <name>CmdMeshHarmonizeNormals</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Harmonize normals</source>
        <translation>Harmoniser les normales</translation>
    </message>
    <message>
        <source>Harmonizes the normals of the mesh</source>
        <translation>Harmonise les normales du maillage</translation>
    </message>
</context>
<context>
    <name>CmdMeshImport</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Import mesh...</source>
        <translation>Importer un maillage...</translation>
    </message>
    <message>
        <source>Imports a mesh from file</source>
        <translation>Importe un maillage depuis un fichier</translation>
    </message>
</context>
<context>
    <name>CmdMeshIntersection</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Intersection</source>
        <translation>Intersection</translation>
    </message>
</context>
<context>
    <name>CmdMeshPolyCut</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Cut mesh</source>
        <translation>Couper le maillage</translation>
    </message>
    <message>
        <source>Cuts a mesh with a picked polygon</source>
        <translation>Coupe un maillage à l&apos;aide du polygone sélectionné</translation>
    </message>
</context>
<context>
    <name>CmdMeshPolySegm</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Make segment</source>
        <translation>Créer un segment</translation>
    </message>
    <message>
        <source>Creates a mesh segment</source>
        <translation>Crée un segment de maillage</translation>
    </message>
</context>
<context>
    <name>CmdMeshPolySelect</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Select mesh</source>
        <translation>Sélectionnez un maillage</translation>
    </message>
    <message>
        <source>Select an area of the mesh</source>
        <translation>Sélectionnez une zone du maillage</translation>
    </message>
</context>
<context>
    <name>CmdMeshPolySplit</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Split mesh</source>
        <translation>Diviser un maillage</translation>
    </message>
    <message>
        <source>Splits a mesh into two meshes</source>
        <translation>Divise un maillage en deux</translation>
    </message>
</context>
<context>
    <name>CmdMeshPolyTrim</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Trim mesh</source>
        <translation>Découper</translation>
    </message>
    <message>
        <source>Trims a mesh with a picked polygon</source>
        <translation>Découper un maillage avec une succession de points</translation>
    </message>
</context>
<context>
    <name>CmdMeshRemoveCompByHand</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Remove components by hand...</source>
        <translation>Supprimer manuellement des composants...</translation>
    </message>
    <message>
        <source>Mark a component to remove it from the mesh</source>
        <translation>Marque un composant pour le supprimer du maillage</translation>
    </message>
</context>
<context>
    <name>CmdMeshRemoveComponents</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Remove components...</source>
        <translation>Supprimer des composants...</translation>
    </message>
    <message>
        <source>Remove topologic independent components from the mesh</source>
        <translation>Supprimer les composants de topologie indépendants du maillage</translation>
    </message>
</context>
<context>
    <name>CmdMeshSegmentation</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Create mesh segments...</source>
        <translation>Diviser le maillage...</translation>
    </message>
    <message>
        <source>Create mesh segments</source>
        <translation>Diviser un maillage</translation>
    </message>
</context>
<context>
    <name>CmdMeshSmoothing</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Smooth...</source>
        <translation>Lisser...</translation>
    </message>
    <message>
        <source>Smooth the selected meshes</source>
        <translation>Lisse les maillages sélectionnés</translation>
    </message>
</context>
<context>
    <name>CmdMeshToolMesh</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Segment by tool mesh</source>
        <translation>Segment à partir d&apos;un maillage</translation>
    </message>
    <message>
        <source>Creates a segment from a given tool mesh</source>
        <translation>Crée un segment à l&apos;aide d&apos;un outil de maillage</translation>
    </message>
</context>
<context>
    <name>CmdMeshTransform</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Transform mesh</source>
        <translation>Transformer le maillage</translation>
    </message>
    <message>
        <source>Rotate or move a mesh</source>
        <translation>Rotation ou déplacement du maillage</translation>
    </message>
</context>
<context>
    <name>CmdMeshTrimByPlane</name>
    <message>
        <source>Mesh</source>
        <translation type="unfinished">Maillage</translation>
    </message>
    <message>
        <source>Trim mesh with a plane</source>
        <translation type="unfinished">Ajuster le maillage avec un plan</translation>
    </message>
    <message>
        <source>Trims a mesh with a plane</source>
        <translation type="unfinished">Ajuste le maillage avec un plan</translation>
    </message>
</context>
<context>
    <name>CmdMeshUnion</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Union</source>
        <translation>Union</translation>
    </message>
</context>
<context>
    <name>CmdMeshVertexCurvature</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Calculates the curvature of the vertices of a mesh</source>
        <translation>Calcule la courbure des sommets du maillage</translation>
    </message>
    <message>
        <source>Curvature plot</source>
        <translation>Tracé de courbure</translation>
    </message>
</context>
<context>
    <name>CmdMeshVertexCurvatureInfo</name>
    <message>
        <source>Mesh</source>
        <translation>Maillage</translation>
    </message>
    <message>
        <source>Curvature info</source>
        <translation>Infos de courbure</translation>
    </message>
    <message>
        <source>Information about curvature</source>
        <translation>Informations sur la courbure</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgEvaluateMesh</name>
    <message>
        <source>&amp;Help</source>
        <translation type="obsolete">&amp;Aide</translation>
    </message>
    <message>
        <source>F1</source>
        <translation type="obsolete">F1</translation>
    </message>
    <message>
        <source>&amp;Close</source>
        <translation type="obsolete">&amp;Fermer</translation>
    </message>
    <message>
        <source>Alt+C</source>
        <translation type="obsolete">Alt+C</translation>
    </message>
    <message>
        <source>Mesh information</source>
        <translation>Informations sur le maillage</translation>
    </message>
    <message>
        <source>No information</source>
        <translation>Aucune information</translation>
    </message>
    <message>
        <source>Number of points:</source>
        <translation>Nombre de points :</translation>
    </message>
    <message>
        <source>Number of edges:</source>
        <translation>Nombre de contours :</translation>
    </message>
    <message>
        <source>Refresh</source>
        <translation>Actualiser</translation>
    </message>
    <message>
        <source>Analyze</source>
        <translation>Analyser</translation>
    </message>
    <message>
        <source>Repair</source>
        <translation>Réparer</translation>
    </message>
    <message>
        <source>Orientation</source>
        <translation>Orientation</translation>
    </message>
    <message>
        <source>Degenerated faces</source>
        <translation>Faces dégénérées</translation>
    </message>
    <message>
        <source>Face indices</source>
        <translation>Indices des faces</translation>
    </message>
    <message>
        <source>Number of faces:</source>
        <translation>Nombre de faces :</translation>
    </message>
    <message>
        <source>Duplicated faces</source>
        <translation>Faces dupliquées</translation>
    </message>
    <message>
        <source>Duplicated points</source>
        <translation>Points dupliqués</translation>
    </message>
    <message>
        <source>Non-manifolds</source>
        <translation>Non-manifolds</translation>
    </message>
    <message>
        <source>Self-intersections</source>
        <translation>Collisions internes</translation>
    </message>
    <message>
        <source>All above tests together</source>
        <translation>Tous les tests ensemble</translation>
    </message>
    <message>
        <source>Repetitive repair</source>
        <translation>Réparation répétitive</translation>
    </message>
    <message>
        <source>Evaluate &amp; Repair Mesh</source>
        <translation>Évaluer et réparer un maillage</translation>
    </message>
    <message>
        <source>Folds on surface</source>
        <translation>Plis sur la surface</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgEvaluateMeshImp</name>
    <message>
        <source>No information</source>
        <translation>Aucune information</translation>
    </message>
    <message>
        <source>Invalid neighbour indices</source>
        <translation>Indices voisins invalides</translation>
    </message>
    <message>
        <source>Invalid face indices</source>
        <translation>Indices de face invalides</translation>
    </message>
    <message>
        <source>Invalid point indices</source>
        <translation>Indices de point invalides</translation>
    </message>
    <message>
        <source>Multiple point indices</source>
        <translation>Indices de point multiples</translation>
    </message>
    <message>
        <source>Non-manifolds</source>
        <translation>Non-manifolds</translation>
    </message>
    <message>
        <source>Cannot remove non-manifolds</source>
        <translation>Impossible de supprimer les non-manifolds</translation>
    </message>
    <message>
        <source>No selection</source>
        <translation>Aucune sélection</translation>
    </message>
    <message>
        <source>No flipped normals</source>
        <translation>Aucune normale inversée</translation>
    </message>
    <message>
        <source>%1 flipped normals</source>
        <translation>%1 normales inversées</translation>
    </message>
    <message>
        <source>No non-manifolds</source>
        <translation>Aucun non-manifold</translation>
    </message>
    <message>
        <source>%1 non-manifolds</source>
        <translation>%1 non-manifolds</translation>
    </message>
    <message>
        <source>No invalid indices</source>
        <translation>Aucun indice invalide</translation>
    </message>
    <message>
        <source>No degenerations</source>
        <translation>Aucune dégénération</translation>
    </message>
    <message>
        <source>%1 degenerated faces</source>
        <translation>%1 faces dégénérées</translation>
    </message>
    <message>
        <source>No duplicated faces</source>
        <translation>Aucune face dupliquée</translation>
    </message>
    <message>
        <source>%1 duplicated faces</source>
        <translation>%1 faces dupliquées</translation>
    </message>
    <message>
        <source>No duplicated points</source>
        <translation>Aucun point dupliqué</translation>
    </message>
    <message>
        <source>Duplicated points</source>
        <translation>Points dupliqués</translation>
    </message>
    <message>
        <source>Orientation</source>
        <translation>Orientation</translation>
    </message>
    <message>
        <source>Indices</source>
        <translation>Indices</translation>
    </message>
    <message>
        <source>Degenerations</source>
        <translation>Dégénérations</translation>
    </message>
    <message>
        <source>Duplicated faces</source>
        <translation>Faces dupliquées</translation>
    </message>
    <message>
        <source>No self-intersections</source>
        <translation>Aucune collision interne</translation>
    </message>
    <message>
        <source>Self-intersections</source>
        <translation>Collisions internes</translation>
    </message>
    <message>
        <source>Mesh repair</source>
        <translation>Réparer le maillage</translation>
    </message>
    <message>
        <source>Flipped normals found</source>
        <translation>Normales inversées trouvées</translation>
    </message>
    <message>
        <source>Check failed due to folds on the surface.
Please run the command to repair folds first</source>
        <translation>Vérification échouée en raison de plis sur la surface. Exécutez d&apos;abord la commande &quot;réparer les plis&quot;</translation>
    </message>
    <message>
        <source>No folds on surface</source>
        <translation>Aucun pli sur la surface</translation>
    </message>
    <message>
        <source>%1 folds on surface</source>
        <translation>%1 plis sur la surface</translation>
    </message>
    <message>
        <source>Folds</source>
        <translation>Plis</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgRegularSolid</name>
    <message>
        <source>Regular Solid</source>
        <translation>Solide régulier</translation>
    </message>
    <message>
        <source>&amp;Create</source>
        <translation>&amp;Créer</translation>
    </message>
    <message>
        <source>Alt+C</source>
        <translation>Alt+C</translation>
    </message>
    <message>
        <source>Cl&amp;ose</source>
        <translation>&amp;Fermer</translation>
    </message>
    <message>
        <source>Alt+O</source>
        <translation>Alt+F</translation>
    </message>
    <message>
        <source>Solid:</source>
        <translation>Solide :</translation>
    </message>
    <message>
        <source>Cube</source>
        <translation>Cube</translation>
    </message>
    <message>
        <source>Cylinder</source>
        <translation>Cylindre</translation>
    </message>
    <message>
        <source>Cone</source>
        <translation>Cône</translation>
    </message>
    <message>
        <source>Sphere</source>
        <translation>Sphère</translation>
    </message>
    <message>
        <source>Ellipsoid</source>
        <translation>Ellipsoïde</translation>
    </message>
    <message>
        <source>Torus</source>
        <translation>Tore</translation>
    </message>
    <message>
        <source>Height:</source>
        <translation>Hauteur :</translation>
    </message>
    <message>
        <source>Length:</source>
        <translation>Longueur :</translation>
    </message>
    <message>
        <source>Width:</source>
        <translation>Largeur :</translation>
    </message>
    <message>
        <source>Radius:</source>
        <translation>Rayon :</translation>
    </message>
    <message>
        <source>Closed</source>
        <translation>Fermé</translation>
    </message>
    <message>
        <source>Sampling:</source>
        <translation>Numérisation :</translation>
    </message>
    <message>
        <source>Edge length:</source>
        <translation>Longueur du contour :</translation>
    </message>
    <message>
        <source>Radius 1:</source>
        <translation>Rayon 1 :</translation>
    </message>
    <message>
        <source>Radius 2:</source>
        <translation>Rayon 2 :</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgRegularSolidImp</name>
    <message>
        <source>Create %1</source>
        <translation>Créer %1</translation>
    </message>
    <message>
        <source>No active document</source>
        <translation>Aucun document actif</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgSettingsMeshView</name>
    <message>
        <source>Mesh view</source>
        <translation>Vue du maillage</translation>
    </message>
    <message>
        <source>Two-side rendering</source>
        <translation>Rendu biface</translation>
    </message>
    <message>
        <source>Backface color</source>
        <translation>Couleur de la face arrière</translation>
    </message>
    <message>
        <source>Smoothing</source>
        <translation>Lissage</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head&gt;&lt;meta name=&quot;qrichtext&quot; content=&quot;1&quot; /&gt;&lt;/head&gt;&lt;body style=&quot; white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;&quot;&gt;&lt;p style=&quot; margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;This is the smallest angle between two faces where normals get calculated to do flat shading.&lt;/p&gt;&lt;p style=&quot; margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head&gt;&lt;meta name=&quot;qrichtext&quot; content=&quot;1&quot; /&gt;&lt;/head&gt;&lt;body style=&quot; white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;&quot;&gt;&lt;p style=&quot; margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;Il s&apos;agit du plus petit angle entre deux faces dont les normales sont calculées pour un ombrage plat.&lt;/p&gt;&lt;p style=&quot; margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;Si l&apos;angle entre les normales de deux faces voisines est plus petit que l&apos;angle de pliage, les faces seront traitées en ombrage lissé autour de leur arête commune.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Crease angle</source>
        <translation>Angle de pliage</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head&gt;&lt;meta name=&quot;qrichtext&quot; content=&quot;1&quot; /&gt;&lt;/head&gt;&lt;body style=&quot; white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;&quot;&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Flat shading/Phong shading&lt;/span&gt;&lt;/p&gt;&lt;p style=&quot;-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;&lt;/p&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;Defines the appearance of surfaces.&lt;/p&gt;&lt;p style=&quot;-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;&lt;/p&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. &lt;/p&gt;&lt;p style=&quot;-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;&lt;/p&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;If this option is set Phong shading is used, if it is unset flat shading is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head&gt;&lt;meta name=&quot;qrichtext&quot; content=&quot;1&quot; /&gt;&lt;/head&gt;&lt;body style=&quot; white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;&quot;&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Ombrage plat/Ombrage Phong&lt;/span&gt;&lt;/p&gt;&lt;p style=&quot;-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;&lt;/p&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;Définit l&apos;apparence des surfaces&lt;/p&gt;&lt;p style=&quot;-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;&lt;/p&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;Avec l&apos;ombrage plat, les normales des surfaces ne sont pas définies par vertex, ce qui entraîne une apparence irréelle des surfaces courbes, alors que l&apos;ombrage Phong produit une apparence plus lisse. &lt;/p&gt;&lt;p style=&quot;-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;&lt;/p&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;Si cette option est activée, l&apos;ombrage Phong sera utilisé, sinon l&apos;ombrage plat sera utilisé.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Define normal per vertex</source>
        <translation>Définir les normales par vertex</translation>
    </message>
    <message utf8="true">
        <source> °</source>
        <translation> °</translation>
    </message>
    <message>
        <source>&lt;html&gt;&lt;head&gt;&lt;meta name=&quot;qrichtext&quot; content=&quot;1&quot; /&gt;&lt;/head&gt;&lt;body style=&quot; white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;&quot;&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Hint&lt;/span&gt;&lt;/p&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;Defining the normals per vertex is also called &lt;span style=&quot; font-style:italic;&quot;&gt;Phong shading&lt;/span&gt;&lt;/p&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;&quot;&gt;&lt;span style=&quot; font-style:normal;&quot;&gt;while defining the normals per face is called &lt;/span&gt;Flat shading&lt;span style=&quot; font-style:normal;&quot;&gt;.&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
        <translation>&lt;html&gt;&lt;head&gt;&lt;meta name=&quot;qrichtext&quot; content=&quot;1&quot; /&gt;&lt;/head&gt;&lt;body style=&quot; white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;&quot;&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Hint&lt;/span&gt;&lt;/p&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;&quot;&gt;Définir les normales par vertex est aussi appelé &lt;span style=&quot; font-style:italic;&quot;&gt;ombrage Phong&lt;/span&gt;&lt;/p&gt;&lt;p style=&quot; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;&quot;&gt;&lt;span style=&quot; font-style:normal;&quot;&gt;alors que définir les normales par face est appelé&lt;/span&gt;ombrage plat&lt;span style=&quot; font-style:normal;&quot;&gt;.&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Default appearance for new meshes</source>
        <translation>Apparence par défaut pour les nouveaux maillages</translation>
    </message>
    <message>
        <source>Default line color</source>
        <translation>Couleur de ligne par défaut</translation>
    </message>
    <message>
        <source>Mesh transparency</source>
        <translation>Transparence des maillages</translation>
    </message>
    <message>
        <source>Default mesh color</source>
        <translation>Couleur par défaut des maillages</translation>
    </message>
    <message>
        <source>Show bounding-box for highlighted or selected meshes</source>
        <translation>Afficher le volume capable des mailles en surbrillance ou sélectionnées</translation>
    </message>
    <message>
        <source>Line transparency</source>
        <translation>Transparence de ligne</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgSmoothing</name>
    <message>
        <source>Smoothing</source>
        <translation>Lissage</translation>
    </message>
    <message>
        <source>Method</source>
        <translation>Méthode</translation>
    </message>
    <message>
        <source>Taubin</source>
        <translation>Taubin</translation>
    </message>
    <message>
        <source>Laplace</source>
        <translation>Laplace</translation>
    </message>
    <message>
        <source>Parameter</source>
        <translation>Paramètre</translation>
    </message>
    <message>
        <source>Iterations:</source>
        <translation>Itérations :</translation>
    </message>
    <message>
        <source>Lambda:</source>
        <translation>Lambda :</translation>
    </message>
    <message>
        <source>Mu:</source>
        <translation>Mu :</translation>
    </message>
    <message>
        <source>Only selection</source>
        <translation type="unfinished">Seulement la sélection</translation>
    </message>
</context>
<context>
    <name>MeshGui::MeshFaceAddition</name>
    <message>
        <source>Add triangle</source>
        <translation>Ajouter un triangle</translation>
    </message>
    <message>
        <source>Flip normal</source>
        <translation>Inverser les normales</translation>
    </message>
    <message>
        <source>Clear</source>
        <translation>Effacer</translation>
    </message>
    <message>
        <source>Finish</source>
        <translation>Terminer</translation>
    </message>
</context>
<context>
    <name>MeshGui::MeshFillHole</name>
    <message>
        <source>Finish</source>
        <translation type="unfinished">Terminer</translation>
    </message>
</context>
<context>
    <name>MeshGui::RemoveComponents</name>
    <message>
        <source>Remove components</source>
        <translation>Supprimer des composants</translation>
    </message>
    <message>
        <source>Select</source>
        <translation>Sélectionner</translation>
    </message>
    <message>
        <source>Select whole component</source>
        <translation>Sélectionner le composant entier</translation>
    </message>
    <message>
        <source>Pick triangle</source>
        <translation>Choisissez un triangle</translation>
    </message>
    <message>
        <source>&lt; faces than</source>
        <translation>&lt; de faces que</translation>
    </message>
    <message>
        <source>Region</source>
        <translation>Région</translation>
    </message>
    <message>
        <source>Components</source>
        <translation>Composants</translation>
    </message>
    <message>
        <source>All</source>
        <translation>Tous</translation>
    </message>
    <message>
        <source>Deselect</source>
        <translation>Dé-sélectionner</translation>
    </message>
    <message>
        <source>Deselect whole component</source>
        <translation>Dé-sélectionner le composant entier</translation>
    </message>
    <message>
        <source>&gt; faces than</source>
        <translation>&gt; de faces que</translation>
    </message>
    <message>
        <source>Region options</source>
        <translation>Options de région</translation>
    </message>
    <message>
        <source>Respect only triangles with normals facing screen</source>
        <translation>Respecter seulement les triangles dont les normales font face à écran</translation>
    </message>
    <message>
        <source>Respect only visible triangles</source>
        <translation>Respecter uniquement les triangles visibles</translation>
    </message>
</context>
<context>
    <name>MeshGui::Segmentation</name>
    <message>
        <source>Mesh segmentation</source>
        <translation>Segmentation du maillage</translation>
    </message>
    <message>
        <source>Smooth mesh</source>
        <translation>Lissage du maillage</translation>
    </message>
    <message>
        <source>Plane</source>
        <translation>Plan</translation>
    </message>
    <message>
        <source>Tolerance</source>
        <translation>Tolérance</translation>
    </message>
    <message>
        <source>Minumum number of faces</source>
        <translation>Nombre minimum de faces</translation>
    </message>
    <message>
        <source>Cylinder</source>
        <translation>Cylindre</translation>
    </message>
    <message>
        <source>Radius</source>
        <translation>Rayon</translation>
    </message>
    <message>
        <source>Tolerance (Flat)</source>
        <translation>Tolérance (plat)</translation>
    </message>
    <message>
        <source>Tolerance (Curved)</source>
        <translation>Tolérance (courbé)</translation>
    </message>
    <message>
        <source>Minimum number of faces</source>
        <translation>Nombre minimum de faces</translation>
    </message>
    <message>
        <source>Sphere</source>
        <translation>Sphère</translation>
    </message>
</context>
<context>
    <name>MeshGui::Selection</name>
    <message>
        <source>Selection</source>
        <translation type="unfinished">Sélection</translation>
    </message>
    <message>
        <source>Add</source>
        <translation type="unfinished">Ajouter</translation>
    </message>
    <message>
        <source>Clear</source>
        <translation type="unfinished">Effacer</translation>
    </message>
    <message>
        <source>Respect only visible triangles</source>
        <translation type="unfinished">Respecter uniquement les triangles visibles</translation>
    </message>
    <message>
        <source>Respect only triangles with normals facing screen</source>
        <translation type="unfinished">Respecter seulement les triangles dont les normales font face à écran</translation>
    </message>
    <message>
        <source>Use a brush tool to select the area</source>
        <translation type="unfinished">Utiliser un outil pinceau pour sélectionner une zone</translation>
    </message>
    <message>
        <source>Clears completely the selected area</source>
        <translation type="unfinished">Nettoyer complètement la zone sélectionnée</translation>
    </message>
</context>
<context>
    <name>MeshGui::TaskRemoveComponents</name>
    <message>
        <source>Delete</source>
        <translation>Supprimer</translation>
    </message>
    <message>
        <source>Invert</source>
        <translation>Inverser</translation>
    </message>
</context>
<context>
    <name>Mesh_TrimByPlane</name>
    <message>
        <source>Select plane</source>
        <translation type="unfinished">Sélectionnez un plan</translation>
    </message>
    <message>
        <source>Please select a plane at which you trim the mesh.</source>
        <translation type="unfinished">Merci de sélectionner un plan auquel ajuster le maillage.</translation>
    </message>
</context>
<context>
    <name>Mesh_Union</name>
    <message>
        <source>OpenSCAD</source>
        <translation type="unfinished">OpenSCAD</translation>
    </message>
    <message>
        <source>Unknwon error occured while running OpenSCAD.</source>
        <translation type="unfinished">Une erreur inconnue est survenue pendant le fonctionnement de OpenSCAD.</translation>
    </message>
    <message>
        <source>OpenSCAD cannot be found on your system.
Please visit http://www.openscad.org/index.html to install it.</source>
        <translation type="unfinished">OpenSCAD n&apos;as pas pu être trouvé dans votre système.
Merci de visiter http://www.openscad.org/index.html pour l&apos;installer.</translation>
    </message>
</context>
<context>
    <name>QDockWidget</name>
    <message>
        <source>Evaluate &amp; Repair Mesh</source>
        <translation>Évaluer et réparer un maillage</translation>
    </message>
</context>
<context>
    <name>QObject</name>
    <message>
        <source>Import mesh</source>
        <translation>Importer un maillage</translation>
    </message>
    <message>
        <source>Export mesh</source>
        <translation>Exporter un maillage</translation>
    </message>
    <message>
        <source>Solid Mesh</source>
        <translation>Maillage solide</translation>
    </message>
    <message>
        <source>Boundings</source>
        <translation>Limites englobantes</translation>
    </message>
    <message>
        <source>Fill holes</source>
        <translation>Remplir les trous</translation>
    </message>
    <message>
        <source>Fill holes with maximum number of edges:</source>
        <translation>Remplir les trous avec un nombre maximum de contours :</translation>
    </message>
    <message>
        <source>Binary STL (*.stl)</source>
        <translation>STL binaire (*.stl)</translation>
    </message>
    <message>
        <source>ASCII STL (*.ast)</source>
        <translation>STL ASCII (*.ast)</translation>
    </message>
    <message>
        <source>Binary Mesh (*.bms)</source>
        <translation>Maillage binaire (*.bms)</translation>
    </message>
    <message>
        <source>Alias Mesh (*.obj)</source>
        <translation>Maillage Alias (*.obj)</translation>
    </message>
    <message>
        <source>Inventor V2.1 ascii (*.iv)</source>
        <translation>ASCII Inventor V2.1 (*.iv)</translation>
    </message>
    <message>
        <source>All Files (*.*)</source>
        <translation>Tous les fichiers (*.*)</translation>
    </message>
    <message>
        <source>ASCII STL (*.stl)</source>
        <translation>STL ASCII (*.stl)</translation>
    </message>
    <message>
        <source>VRML V2.0 (*.wrl *.vrml)</source>
        <translation>VRML V2.0 (*.wrl *.vrml)</translation>
    </message>
    <message>
        <source>Compressed VRML 2.0 (*.wrz)</source>
        <translation>VRML 2.0 compressé (*.wrz)</translation>
    </message>
    <message>
        <source>Nastran (*.nas *.bdf)</source>
        <translation>Nastran (*.nas *.bdf)</translation>
    </message>
    <message>
        <source>Python module def (*.py)</source>
        <translation>Module Python(*.py)</translation>
    </message>
    <message>
        <source>Meshing Tolerance</source>
        <translation>Tolérance de maillage</translation>
    </message>
    <message>
        <source>Enter tolerance for meshing geometry:</source>
        <translation>Saisir la tolérance pour la géométrie maillée :</translation>
    </message>
    <message>
        <source>The mesh &apos;%1&apos; is a solid.</source>
        <translation>Le maillage &apos;%1&apos; est un solide.</translation>
    </message>
    <message>
        <source>The mesh &apos;%1&apos; is not a solid.</source>
        <translation>Le maillage &apos;%1&apos; n&apos;est pas un solide.</translation>
    </message>
    <message>
        <source>Min=&lt;%1,%2,%3&gt;

Max=&lt;%4,%5,%6&gt;</source>
        <translation>Min=&lt;%1,%2,%3&gt;

Max=&lt;%4,%5,%6&gt;</translation>
    </message>
    <message>
        <source>[Points: %1, Edges: %2 Faces: %3]</source>
        <translation>[Points: %1, Contours: %2 Faces: %3]</translation>
    </message>
    <message>
        <source>Leave info mode</source>
        <translation>Quitter le mode d&apos;information</translation>
    </message>
    <message>
        <source>Index: %1</source>
        <translation>Index : %1</translation>
    </message>
    <message>
        <source>Leave hole-filling mode</source>
        <translation>Quitter le mode de remplissage des trous</translation>
    </message>
    <message>
        <source>Leave removal mode</source>
        <translation>Quitter le mode de suppression</translation>
    </message>
    <message>
        <source>All Mesh Files (*.stl *.ast *.bms *.obj *.ply)</source>
        <translation type="obsolete">Tous les fichiers de maillage (*.stl *.ast *.bms *.obj *.ply)</translation>
    </message>
    <message>
        <source>Stanford Polygon (*.ply)</source>
        <translation>Polygone de Stanford (*.ply)</translation>
    </message>
    <message>
        <source>Object File Format (*.off)</source>
        <translation>Object File Format (*.off)</translation>
    </message>
    <message>
        <source>Standford Polygon (*.ply)</source>
        <translation type="obsolete">Standford Polygon (*.ply)</translation>
    </message>
    <message>
        <source>Delete selected faces</source>
        <translation>Supprimer les faces sélectionnées</translation>
    </message>
    <message>
        <source>Clear selected faces</source>
        <translation>Dé-sélectionner les faces sélectionnées</translation>
    </message>
    <message>
        <source>Annotation</source>
        <translation>Annotation</translation>
    </message>
    <message>
        <source>All Mesh Files (*.stl *.ast *.bms *.obj *.off *.ply)</source>
        <translation>Tous les fichiers de maillage (*.stl *.ast *.bms *.obj *.off *.ply)</translation>
    </message>
    <message>
        <source>X3D Extensible 3D (*.x3d)</source>
        <translation type="unfinished">X3D Extensible 3D (*.x3d)</translation>
    </message>
    <message>
        <source>Display components</source>
        <translation type="unfinished">Afficher les composants</translation>
    </message>
</context>
<context>
    <name>Workbench</name>
    <message>
        <source>Analyze</source>
        <translation>Analyser</translation>
    </message>
    <message>
        <source>Boolean</source>
        <translation>Opération booléenne</translation>
    </message>
    <message>
        <source>&amp;Meshes</source>
        <translation>&amp;Maillages</translation>
    </message>
    <message>
        <source>Mesh tools</source>
        <translation>Outils de maillage</translation>
    </message>
</context>
</TS>
