<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE TS>
<TS version="2.0" language="it" sourcelanguage="en">
<context>
    <name>CmdMeshAddFacet</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Add triangle</source>
        <translation>Aggiungi triangolo</translation>
    </message>
    <message>
        <source>Add triangle manually to a mesh</source>
        <translation>Aggiunge manualmente un triangolo alla mesh</translation>
    </message>
</context>
<context>
    <name>CmdMeshBoundingBox</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Boundings info...</source>
        <translation>Info Limiti Contenitore...</translation>
    </message>
    <message>
        <source>Shows the boundings of the selected mesh</source>
        <translation>Mostra le coordinate dei limiti del contenitore della mesh selezionata</translation>
    </message>
</context>
<context>
    <name>CmdMeshBuildRegularSolid</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Regular solid...</source>
        <translation>Solido regolare...</translation>
    </message>
    <message>
        <source>Builds a regular solid</source>
        <translation>Costruisce un solido regolare</translation>
    </message>
</context>
<context>
    <name>CmdMeshDemolding</name>
    <message>
        <source>Interactive demolding direction</source>
        <translation>Direzione di demodellazione interattiva</translation>
    </message>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
</context>
<context>
    <name>CmdMeshDifference</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Difference</source>
        <translation>Differenza</translation>
    </message>
</context>
<context>
    <name>CmdMeshEvaluateFacet</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Face info</source>
        <translation>Dettagli faccia</translation>
    </message>
    <message>
        <source>Information about face</source>
        <translation>Informazioni sulla faccia</translation>
    </message>
</context>
<context>
    <name>CmdMeshEvaluateSolid</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Check solid mesh</source>
        <translation>Controlla il solido mesh</translation>
    </message>
    <message>
        <source>Checks whether the mesh is a solid</source>
        <translation>Controlla se la mesh è un solido</translation>
    </message>
</context>
<context>
    <name>CmdMeshEvaluation</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Opens a dialog to analyze and repair a mesh</source>
        <translation>Apre una finestra di dialogo per analizzare e riparare una mesh</translation>
    </message>
    <message>
        <source>Evaluate &amp;&amp; Repair mesh...</source>
        <translation>Analizza &amp;&amp; Ripara la mesh...</translation>
    </message>
</context>
<context>
    <name>CmdMeshExMakeMesh</name>
    <message>
        <source>Mesh</source>
        <translation type="obsolete">Mesh</translation>
    </message>
    <message>
        <source>Make a Box</source>
        <translation type="obsolete">Crea un prisma</translation>
    </message>
</context>
<context>
    <name>CmdMeshExMakeTool</name>
    <message>
        <source>Mesh</source>
        <translation type="obsolete">Mesh</translation>
    </message>
    <message>
        <source>Make a Tool</source>
        <translation type="obsolete">Crea uno strumento</translation>
    </message>
</context>
<context>
    <name>CmdMeshExMakeUnion</name>
    <message>
        <source>Mesh</source>
        <translation type="obsolete">Mesh</translation>
    </message>
    <message>
        <source>Make Union</source>
        <translation type="obsolete">Crea un&apos;unione</translation>
    </message>
</context>
<context>
    <name>CmdMeshExport</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Export mesh...</source>
        <translation>Esporta mesh...</translation>
    </message>
    <message>
        <source>Exports a mesh to file</source>
        <translation>Esporta la mesh in un file</translation>
    </message>
</context>
<context>
    <name>CmdMeshFillInteractiveHole</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Close hole</source>
        <translation>Chiudi il foro</translation>
    </message>
    <message>
        <source>Close holes interactively</source>
        <translation>Chiudi i fori in modo interattivo</translation>
    </message>
</context>
<context>
    <name>CmdMeshFillupHoles</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Fill holes...</source>
        <translation>Riempi i fori...</translation>
    </message>
    <message>
        <source>Fill holes of the mesh</source>
        <translation>Riempi i fori della mesh</translation>
    </message>
</context>
<context>
    <name>CmdMeshFlipNormals</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Flip normals</source>
        <translation>Inverti le normali</translation>
    </message>
    <message>
        <source>Flips the normals of the mesh</source>
        <translation>Inverte le normali della mesh</translation>
    </message>
</context>
<context>
    <name>CmdMeshFromGeometry</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Create mesh from geometry...</source>
        <translation>Crea una mesh da una geometria...</translation>
    </message>
    <message>
        <source>Create mesh from the selected geometry</source>
        <translation>Crea una mesh dalla geometria selezionata</translation>
    </message>
</context>
<context>
    <name>CmdMeshFromPartShape</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Create mesh from shape...</source>
        <translation>Crea mesh da una forma...</translation>
    </message>
    <message>
        <source>Tessellate shape</source>
        <translation>Forma della tassellazione</translation>
    </message>
</context>
<context>
    <name>CmdMeshHarmonizeNormals</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Harmonize normals</source>
        <translation>Armonizza le normali</translation>
    </message>
    <message>
        <source>Harmonizes the normals of the mesh</source>
        <translation>Armonizza le normali della mesh</translation>
    </message>
</context>
<context>
    <name>CmdMeshImport</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Import mesh...</source>
        <translation>Importa mesh...</translation>
    </message>
    <message>
        <source>Imports a mesh from file</source>
        <translation>Importa una mesh da file</translation>
    </message>
</context>
<context>
    <name>CmdMeshIntersection</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Intersection</source>
        <translation>Intersezione</translation>
    </message>
</context>
<context>
    <name>CmdMeshMerge</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Merge</source>
        <translation>Unisci</translation>
    </message>
    <message>
        <source>Merges selected meshes into one</source>
        <translation>Unisce le Mesh selezionate in una unica</translation>
    </message>
</context>
<context>
    <name>CmdMeshPolyCut</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Cut mesh</source>
        <translation>Taglia la mesh</translation>
    </message>
    <message>
        <source>Cuts a mesh with a picked polygon</source>
        <translation>Taglia la mesh con un poligono</translation>
    </message>
</context>
<context>
    <name>CmdMeshPolySegm</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Make segment</source>
        <translation>Crea un segmento</translation>
    </message>
    <message>
        <source>Creates a mesh segment</source>
        <translation>Crea un segmento di mesh</translation>
    </message>
</context>
<context>
    <name>CmdMeshPolySelect</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Select mesh</source>
        <translation>Seleziona mesh</translation>
    </message>
    <message>
        <source>Select an area of the mesh</source>
        <translation>Seleziona un&apos;area della mesh</translation>
    </message>
</context>
<context>
    <name>CmdMeshPolySplit</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Split mesh</source>
        <translation>Dividi la mesh</translation>
    </message>
    <message>
        <source>Splits a mesh into two meshes</source>
        <translation>Divide la mesh in due mesh</translation>
    </message>
</context>
<context>
    <name>CmdMeshPolyTrim</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Trim mesh</source>
        <translation>Taglia mesh</translation>
    </message>
    <message>
        <source>Trims a mesh with a picked polygon</source>
        <translation>Taglia una mesh con un poligono selezionato</translation>
    </message>
</context>
<context>
    <name>CmdMeshRemoveCompByHand</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Remove components by hand...</source>
        <translation>Rimuovi componenti a mano...</translation>
    </message>
    <message>
        <source>Mark a component to remove it from the mesh</source>
        <translation>Segna un componente per rimuoverlo dalla mesh</translation>
    </message>
</context>
<context>
    <name>CmdMeshRemoveComponents</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Remove components...</source>
        <translation>Rimuovi componente...</translation>
    </message>
    <message>
        <source>Remove topologic independent components from the mesh</source>
        <translation>Rimuove i componenti topologici indipendenti dalla mesh</translation>
    </message>
</context>
<context>
    <name>CmdMeshSegmentation</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Create mesh segments...</source>
        <translation>Crea segmenti di mesh...</translation>
    </message>
    <message>
        <source>Create mesh segments</source>
        <translation>Crea segmenti di mesh</translation>
    </message>
</context>
<context>
    <name>CmdMeshSmoothing</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Smooth...</source>
        <translation>Leviga...</translation>
    </message>
    <message>
        <source>Smooth the selected meshes</source>
        <translation>Leviga le mesh selezionate</translation>
    </message>
</context>
<context>
    <name>CmdMeshToolMesh</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Segment by tool mesh</source>
        <translation>Segmento da strumento di mesh</translation>
    </message>
    <message>
        <source>Creates a segment from a given tool mesh</source>
        <translation>Crea un segmento da uno strumento di mesh dato</translation>
    </message>
</context>
<context>
    <name>CmdMeshTransform</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Transform mesh</source>
        <translation>Trasforma la mesh</translation>
    </message>
    <message>
        <source>Rotate or move a mesh</source>
        <translation>Ruota o muove una mesh</translation>
    </message>
</context>
<context>
    <name>CmdMeshTrimByPlane</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Trim mesh with a plane</source>
        <translation>Taglia mesh con un piano</translation>
    </message>
    <message>
        <source>Trims a mesh with a plane</source>
        <translation>Taglia una mesh con un piano</translation>
    </message>
</context>
<context>
    <name>CmdMeshUnion</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Union</source>
        <translation>Unione</translation>
    </message>
</context>
<context>
    <name>CmdMeshVertexCurvature</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Calculates the curvature of the vertices of a mesh</source>
        <translation>Calcola la curvatura dei vertici di una mesh</translation>
    </message>
    <message>
        <source>Curvature plot</source>
        <translation>Colora curvatura</translation>
    </message>
</context>
<context>
    <name>CmdMeshVertexCurvatureInfo</name>
    <message>
        <source>Mesh</source>
        <translation>Mesh</translation>
    </message>
    <message>
        <source>Curvature info</source>
        <translation>Dettagli curvatura</translation>
    </message>
    <message>
        <source>Information about curvature</source>
        <translation>Informazioni sulla curvatura</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgEvaluateMesh</name>
    <message>
        <source>&amp;Help</source>
        <translation type="obsolete">&amp;Aiuto</translation>
    </message>
    <message>
        <source>F1</source>
        <translation type="obsolete">F1</translation>
    </message>
    <message>
        <source>&amp;Close</source>
        <translation type="obsolete">&amp;Chiudi</translation>
    </message>
    <message>
        <source>Alt+C</source>
        <translation type="obsolete">Alt+C</translation>
    </message>
    <message>
        <source>Mesh information</source>
        <translation>Informazioni sulla mesh</translation>
    </message>
    <message>
        <source>No information</source>
        <translation>Nessuna informazione</translation>
    </message>
    <message>
        <source>Number of points:</source>
        <translation>Numero di punti:</translation>
    </message>
    <message>
        <source>Number of edges:</source>
        <translation>Numero di spigoli:</translation>
    </message>
    <message>
        <source>Refresh</source>
        <translation>Aggiorna</translation>
    </message>
    <message>
        <source>Analyze</source>
        <translation>Analizza</translation>
    </message>
    <message>
        <source>Repair</source>
        <translation>Ripara</translation>
    </message>
    <message>
        <source>Orientation</source>
        <translation>Orientamento</translation>
    </message>
    <message>
        <source>Degenerated faces</source>
        <translation>Facce degenerate</translation>
    </message>
    <message>
        <source>Face indices</source>
        <translation>Indici faccia</translation>
    </message>
    <message>
        <source>Number of faces:</source>
        <translation>Numero di facce:</translation>
    </message>
    <message>
        <source>Duplicated faces</source>
        <translation>Facce duplicate</translation>
    </message>
    <message>
        <source>Duplicated points</source>
        <translation>Punti duplicati</translation>
    </message>
    <message>
        <source>Non-manifolds</source>
        <translation>Non-manifold</translation>
    </message>
    <message>
        <source>Self-intersections</source>
        <translation>Auto-intersezioni</translation>
    </message>
    <message>
        <source>All above tests together</source>
        <translation>Tutti i test insieme</translation>
    </message>
    <message>
        <source>Repetitive repair</source>
        <translation>Riparazione ripetitiva</translation>
    </message>
    <message>
        <source>Evaluate &amp; Repair Mesh</source>
        <translation>Analizza &amp; Ripara la mesh</translation>
    </message>
    <message>
        <source>Folds on surface</source>
        <translation>Pieghe sulla superficie</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgEvaluateMeshImp</name>
    <message>
        <source>No information</source>
        <translation>Nessuna informazione</translation>
    </message>
    <message>
        <source>Invalid neighbour indices</source>
        <translation>Indici vicini non validi</translation>
    </message>
    <message>
        <source>Invalid face indices</source>
        <translation>Indici faccia non validi</translation>
    </message>
    <message>
        <source>Invalid point indices</source>
        <translation>Indici punto non validi</translation>
    </message>
    <message>
        <source>Multiple point indices</source>
        <translation>Indici punto multipli</translation>
    </message>
    <message>
        <source>Non-manifolds</source>
        <translation>Non-manifold</translation>
    </message>
    <message>
        <source>Cannot remove non-manifolds</source>
        <translation>non è possibile rimuovere i non-manifold</translation>
    </message>
    <message>
        <source>No selection</source>
        <translation>Nessuna selezione</translation>
    </message>
    <message>
        <source>No flipped normals</source>
        <translation>Nessuna normale invertita</translation>
    </message>
    <message>
        <source>%1 flipped normals</source>
        <translation>%1 normali invertite</translation>
    </message>
    <message>
        <source>No non-manifolds</source>
        <translation>Nessun non-manifold</translation>
    </message>
    <message>
        <source>%1 non-manifolds</source>
        <translation>%1 non-manifold</translation>
    </message>
    <message>
        <source>No invalid indices</source>
        <translation>Nessun indice non valido</translation>
    </message>
    <message>
        <source>No degenerations</source>
        <translation>Nessuna degenerazione</translation>
    </message>
    <message>
        <source>%1 degenerated faces</source>
        <translation>%1 facce degenerate</translation>
    </message>
    <message>
        <source>No duplicated faces</source>
        <translation>Nessuna faccia duplicata</translation>
    </message>
    <message>
        <source>%1 duplicated faces</source>
        <translation>%1 facce duplicate</translation>
    </message>
    <message>
        <source>No duplicated points</source>
        <translation>Nessun punto duplicato</translation>
    </message>
    <message>
        <source>Duplicated points</source>
        <translation>Punti duplicati</translation>
    </message>
    <message>
        <source>Orientation</source>
        <translation>Orientamento</translation>
    </message>
    <message>
        <source>Indices</source>
        <translation>Indici</translation>
    </message>
    <message>
        <source>Degenerations</source>
        <translation>Degenerazioni</translation>
    </message>
    <message>
        <source>Duplicated faces</source>
        <translation>Facce duplicate</translation>
    </message>
    <message>
        <source>No self-intersections</source>
        <translation>Nessuna auto-intersezione</translation>
    </message>
    <message>
        <source>Self-intersections</source>
        <translation>Auto-intersezioni</translation>
    </message>
    <message>
        <source>Mesh repair</source>
        <translation>Ripara la mesh</translation>
    </message>
    <message>
        <source>Flipped normals found</source>
        <translation>Trovate normali invertite</translation>
    </message>
    <message>
        <source>Check failed due to folds on the surface.
Please run the command to repair folds first</source>
        <translation>Controllo non riuscito a causa di pieghe sulla superficie. Eseguire prima il comando per riparare le pieghe</translation>
    </message>
    <message>
        <source>No folds on surface</source>
        <translation>Nessuna piega sulla superficie</translation>
    </message>
    <message>
        <source>%1 folds on surface</source>
        <translation>%1 pieghe sulla superficie</translation>
    </message>
    <message>
        <source>Folds</source>
        <translation>Pieghe</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgRegularSolid</name>
    <message>
        <source>Regular Solid</source>
        <translation>Solido regolare</translation>
    </message>
    <message>
        <source>&amp;Create</source>
        <translation>&amp;Crea</translation>
    </message>
    <message>
        <source>Alt+C</source>
        <translation>Alt+C</translation>
    </message>
    <message>
        <source>Cl&amp;ose</source>
        <translation>Ch&amp;iudi</translation>
    </message>
    <message>
        <source>Alt+O</source>
        <translation>Alt+O</translation>
    </message>
    <message>
        <source>Solid:</source>
        <translation>Solido:</translation>
    </message>
    <message>
        <source>Cube</source>
        <translation>Cubo</translation>
    </message>
    <message>
        <source>Cylinder</source>
        <translation>Cilindro</translation>
    </message>
    <message>
        <source>Cone</source>
        <translation>Cono</translation>
    </message>
    <message>
        <source>Sphere</source>
        <translation>Sfera</translation>
    </message>
    <message>
        <source>Ellipsoid</source>
        <translation>Ellissoide</translation>
    </message>
    <message>
        <source>Torus</source>
        <translation>Toro</translation>
    </message>
    <message>
        <source>Height:</source>
        <translation>Altezza:</translation>
    </message>
    <message>
        <source>Length:</source>
        <translation>Lunghezza:</translation>
    </message>
    <message>
        <source>Width:</source>
        <translation>Larghezza:</translation>
    </message>
    <message>
        <source>Radius:</source>
        <translation>Raggio:</translation>
    </message>
    <message>
        <source>Closed</source>
        <translation>Chiuso</translation>
    </message>
    <message>
        <source>Sampling:</source>
        <translation>Campionatura:</translation>
    </message>
    <message>
        <source>Edge length:</source>
        <translation>Lunghezza spigolo:</translation>
    </message>
    <message>
        <source>Radius 1:</source>
        <translation>Raggio 1:</translation>
    </message>
    <message>
        <source>Radius 2:</source>
        <translation>Raggio 2:</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgRegularSolidImp</name>
    <message>
        <source>Create %1</source>
        <translation>Crea %1</translation>
    </message>
    <message>
        <source>No active document</source>
        <translation>Nessun documento attivo</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgSettingsImportExport</name>
    <message>
        <source>Mesh Formats</source>
        <translation>Formati mesh</translation>
    </message>
    <message>
        <source>Export</source>
        <translation>Esporta</translation>
    </message>
    <message>
        <source>Defines the deviation of tessellation to the actual surface</source>
        <translation>Definisce la deviazione della tassellazione della superficie attuale</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;&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Tessellation&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-weight:600;&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-weight:600;&quot;&gt;&lt;span style=&quot; font-weight:400;&quot;&gt;Defines the maximum deviation of the tessellated mesh to the surface. The smaller the value is the slower the render speed and the nicer the appearance are.&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;&quot;&gt;&lt;span style=&quot; font-weight:600;&quot;&gt;Tassellazione&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-weight:600;&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-weight:600;&quot;&gt;&lt;span style=&quot; font-weight:400;&quot;&gt;Definisce la massima deviazione della mesh tassellata della superficie. Più piccolo è il valore più lenta sarà la velocità di render e migliore sarà l&apos;estetica.&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Maximum mesh deviation</source>
        <translation>Massima deviazione della maglia</translation>
    </message>
    <message>
        <source>mm</source>
        <translation type="obsolete">mm</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgSettingsMeshView</name>
    <message>
        <source>Mesh view</source>
        <translation>Visualizzazione Mesh</translation>
    </message>
    <message>
        <source>Two-side rendering</source>
        <translation>Render di entrambi i lati</translation>
    </message>
    <message>
        <source>Backface color</source>
        <translation>Colore della faccia posteriore</translation>
    </message>
    <message>
        <source>Smoothing</source>
        <translation>Leviga</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; Questo è il più piccolo angolo tra due facce nel caso in cui le normali sono calcolate per ottenere un’ombreggiatura di tipo flat. &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; Se l&apos;angolo tra le normali di due facce vicine è minore dell&apos;angolo di piega, le facce saranno levigate in prossimità del loro spigolo comune.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Crease angle</source>
        <translation>Angolo di piega</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;Ombreggiatura Flat/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;Definisce l’aspetto delle superfici.&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; Con l’ombreggiatura flat le normali alla superficie non sono definite per vertice il che conduce ad un aspetto non reale per le superfici curve mentre l’ombreggiatura di Phong porta ad un aspetto più liscio. &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;Se questa opzione è selezionata sarà utilizzata l’ombreggiatura di Phong , altrimenti sarà utilizzata l’ombreggiatura flat.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Define normal per vertex</source>
        <translation>Definisci le normali per vertice</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;Suggerimento&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;Definire le normali per vertice è chiamato anche &lt;span style=&quot; font-style:italic;&quot;&gt; ombreggiatura di 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; mentre definire le normali per faccia è chiamato anche &lt;/span&gt; ombreggiatura Flat&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>Aspetto predefinito per le nuove mesh</translation>
    </message>
    <message>
        <source>Default line color</source>
        <translation>Colore predefinito della linea</translation>
    </message>
    <message>
        <source>Mesh transparency</source>
        <translation>Trasparenza della mesh</translation>
    </message>
    <message>
        <source>Default mesh color</source>
        <translation>Colore predefinito della mesh</translation>
    </message>
    <message>
        <source>Show bounding-box for highlighted or selected meshes</source>
        <translation>Mostra contenitore per le mesh evidenziate o selezionate</translation>
    </message>
    <message>
        <source>Line transparency</source>
        <translation>Trasparenza della linea</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgSmoothing</name>
    <message>
        <source>Smoothing</source>
        <translation>Leviga</translation>
    </message>
    <message>
        <source>Method</source>
        <translation>Metodo</translation>
    </message>
    <message>
        <source>Taubin</source>
        <translation>Taubin</translation>
    </message>
    <message>
        <source>Laplace</source>
        <translation>Laplace</translation>
    </message>
    <message>
        <source>Parameter</source>
        <translation>Parametro</translation>
    </message>
    <message>
        <source>Iterations:</source>
        <translation>Iterazioni:</translation>
    </message>
    <message>
        <source>Lambda:</source>
        <translation>Lambda:</translation>
    </message>
    <message>
        <source>Mu:</source>
        <translation>Mu:</translation>
    </message>
    <message>
        <source>Only selection</source>
        <translation>Solo selezione</translation>
    </message>
</context>
<context>
    <name>MeshGui::MeshFaceAddition</name>
    <message>
        <source>Add triangle</source>
        <translation>Aggiungi triangolo</translation>
    </message>
    <message>
        <source>Flip normal</source>
        <translation>Inverti la normale</translation>
    </message>
    <message>
        <source>Clear</source>
        <translation>Cancella</translation>
    </message>
    <message>
        <source>Finish</source>
        <translation>Termina</translation>
    </message>
</context>
<context>
    <name>MeshGui::MeshFillHole</name>
    <message>
        <source>Finish</source>
        <translation>Termina</translation>
    </message>
</context>
<context>
    <name>MeshGui::RemoveComponents</name>
    <message>
        <source>Remove components</source>
        <translation>Rimuovi componenti</translation>
    </message>
    <message>
        <source>Select</source>
        <translation>Seleziona</translation>
    </message>
    <message>
        <source>Select whole component</source>
        <translation>Seleziona l&apos;intero componente</translation>
    </message>
    <message>
        <source>Pick triangle</source>
        <translation>Scegli il triangolo</translation>
    </message>
    <message>
        <source>&lt; faces than</source>
        <translation>Meno facce di</translation>
    </message>
    <message>
        <source>Region</source>
        <translation>Regione</translation>
    </message>
    <message>
        <source>Components</source>
        <translation>Componenti</translation>
    </message>
    <message>
        <source>All</source>
        <translation>Tutti</translation>
    </message>
    <message>
        <source>Deselect</source>
        <translation>Deseleziona</translation>
    </message>
    <message>
        <source>Deselect whole component</source>
        <translation>Deseleziona l&apos;intero componente</translation>
    </message>
    <message>
        <source>&gt; faces than</source>
        <translation>Più facce di</translation>
    </message>
    <message>
        <source>Region options</source>
        <translation>Opzioni regione</translation>
    </message>
    <message>
        <source>Respect only triangles with normals facing screen</source>
        <translation>Solo i triangoli con le normali in direzione dello schermo</translation>
    </message>
    <message>
        <source>Respect only visible triangles</source>
        <translation>Seleziona solo i triangoli visibili</translation>
    </message>
</context>
<context>
    <name>MeshGui::Segmentation</name>
    <message>
        <source>Mesh segmentation</source>
        <translation>Segmentazione della mesh</translation>
    </message>
    <message>
        <source>Smooth mesh</source>
        <translation>Liscia la mesh</translation>
    </message>
    <message>
        <source>Plane</source>
        <translation>Piano</translation>
    </message>
    <message>
        <source>Tolerance</source>
        <translation>Tolleranza</translation>
    </message>
    <message>
        <source>Minumum number of faces</source>
        <translation>Numero minimo di facce</translation>
    </message>
    <message>
        <source>Cylinder</source>
        <translation>Cilindro</translation>
    </message>
    <message>
        <source>Radius</source>
        <translation>Raggio</translation>
    </message>
    <message>
        <source>Tolerance (Flat)</source>
        <translation>Tolleranza (piano)</translation>
    </message>
    <message>
        <source>Tolerance (Curved)</source>
        <translation>Tolleranza (curva)</translation>
    </message>
    <message>
        <source>Minimum number of faces</source>
        <translation>Numero minimo di facce</translation>
    </message>
    <message>
        <source>Sphere</source>
        <translation>Sfera</translation>
    </message>
</context>
<context>
    <name>MeshGui::Selection</name>
    <message>
        <source>Selection</source>
        <translation>Selezione</translation>
    </message>
    <message>
        <source>Add</source>
        <translation>Aggiungi</translation>
    </message>
    <message>
        <source>Clear</source>
        <translation>Cancella</translation>
    </message>
    <message>
        <source>Respect only visible triangles</source>
        <translation>Seleziona solo i triangoli visibili</translation>
    </message>
    <message>
        <source>Respect only triangles with normals facing screen</source>
        <translation>Solo i triangoli con le normali in direzione dello schermo</translation>
    </message>
    <message>
        <source>Use a brush tool to select the area</source>
        <translation>Usa uno strumento pennello per selezionare l&apos;area</translation>
    </message>
    <message>
        <source>Clears completely the selected area</source>
        <translation>Cancella completamente l&apos;area selezionata</translation>
    </message>
</context>
<context>
    <name>MeshGui::TaskRemoveComponents</name>
    <message>
        <source>Delete</source>
        <translation>Elimina</translation>
    </message>
    <message>
        <source>Invert</source>
        <translation>Inverti</translation>
    </message>
</context>
<context>
    <name>Mesh_TrimByPlane</name>
    <message>
        <source>Select plane</source>
        <translation>Seleziona piano</translation>
    </message>
    <message>
        <source>Please select a plane at which you trim the mesh.</source>
        <translation>Seleziona un piano con il quale tagliare la mesh.</translation>
    </message>
</context>
<context>
    <name>Mesh_Union</name>
    <message>
        <source>OpenSCAD</source>
        <translation>OpenSCAD</translation>
    </message>
    <message>
        <source>Unknwon error occured while running OpenSCAD.</source>
        <translation>Errore sconosciuto durante l&apos;esecuzione di 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>OpenSCAD non può essere trovato sul tuo sistema. Visita http://www.openscad.org/index.html per installarlo.</translation>
    </message>
</context>
<context>
    <name>QDockWidget</name>
    <message>
        <source>Evaluate &amp; Repair Mesh</source>
        <translation>Analizza &amp; Ripara la mesh</translation>
    </message>
</context>
<context>
    <name>QObject</name>
    <message>
        <source>Import mesh</source>
        <translation>Importa mesh</translation>
    </message>
    <message>
        <source>Export mesh</source>
        <translation>Esporta mesh</translation>
    </message>
    <message>
        <source>Solid Mesh</source>
        <translation>Mesh solida</translation>
    </message>
    <message>
        <source>Boundings</source>
        <translation>Limiti</translation>
    </message>
    <message>
        <source>Fill holes</source>
        <translation>Riempi i fori</translation>
    </message>
    <message>
        <source>Fill holes with maximum number of edges:</source>
        <translation>Numero massimo di spigoli per riempire i fori:</translation>
    </message>
    <message>
        <source>Binary STL (*.stl)</source>
        <translation type="obsolete">STL binario (*.stl)</translation>
    </message>
    <message>
        <source>ASCII STL (*.ast)</source>
        <translation type="obsolete">STL ASCII (*.ast)</translation>
    </message>
    <message>
        <source>Binary Mesh (*.bms)</source>
        <translation type="obsolete">Mesh Binario (*.bms)</translation>
    </message>
    <message>
        <source>Alias Mesh (*.obj)</source>
        <translation type="obsolete">Alias mesh (*.obj)</translation>
    </message>
    <message>
        <source>Inventor V2.1 ascii (*.iv)</source>
        <translation type="obsolete">Inventor V2.1 ascii (*.iv)</translation>
    </message>
    <message>
        <source>All Files (*.*)</source>
        <translation type="obsolete">Tutti i file (*.*)</translation>
    </message>
    <message>
        <source>ASCII STL (*.stl)</source>
        <translation type="obsolete">STL ASCII (*.ast)</translation>
    </message>
    <message>
        <source>VRML V2.0 (*.wrl *.vrml)</source>
        <translation type="obsolete">VRML V2.0 (*.wrl *.vrml)</translation>
    </message>
    <message>
        <source>Compressed VRML 2.0 (*.wrz)</source>
        <translation type="obsolete">VRML 2.0 compresso (*.wrz)</translation>
    </message>
    <message>
        <source>Nastran (*.nas *.bdf)</source>
        <translation type="obsolete">Nastran (*.nas *.bdf)</translation>
    </message>
    <message>
        <source>Python module def (*.py)</source>
        <translation type="obsolete">Modulo Python (*.py)</translation>
    </message>
    <message>
        <source>Meshing Tolerance</source>
        <translation>Tolleranza Mesh</translation>
    </message>
    <message>
        <source>Enter tolerance for meshing geometry:</source>
        <translation>Inserisci la tolleranza per la geometria della mesh</translation>
    </message>
    <message>
        <source>The mesh &apos;%1&apos; is a solid.</source>
        <translation>La mesh &apos;%1&apos; è un solido.</translation>
    </message>
    <message>
        <source>The mesh &apos;%1&apos; is not a solid.</source>
        <translation>La mesh &apos;%1&apos; non è un solido.</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 type="obsolete">[Punti: %1, Spigoli: %2 Facce: %3]</translation>
    </message>
    <message>
        <source>Leave info mode</source>
        <translation>Esci dalla modalità info</translation>
    </message>
    <message>
        <source>Index: %1</source>
        <translation>Indice: %1</translation>
    </message>
    <message>
        <source>Leave hole-filling mode</source>
        <translation>Esci dalla modalità riempimento di fori</translation>
    </message>
    <message>
        <source>Leave removal mode</source>
        <translation>Esci dalla modalità rimozione</translation>
    </message>
    <message>
        <source>All Mesh Files (*.stl *.ast *.bms *.obj *.ply)</source>
        <translation type="obsolete">Tutti i file mesh (*.stl *.ast *.BMS *.obj *.ply)</translation>
    </message>
    <message>
        <source>Stanford Polygon (*.ply)</source>
        <translation type="obsolete">Poligono di Stanford (*.ply)</translation>
    </message>
    <message>
        <source>Object File Format (*.off)</source>
        <translation type="obsolete">Formato file oggetto (*.off)</translation>
    </message>
    <message>
        <source>Standford Polygon (*.ply)</source>
        <translation type="obsolete">Poligono di Standford (*.ply)</translation>
    </message>
    <message>
        <source>Delete selected faces</source>
        <translation>Elimina le facce selezionate</translation>
    </message>
    <message>
        <source>Clear selected faces</source>
        <translation>Cancella le facce selezionate</translation>
    </message>
    <message>
        <source>Annotation</source>
        <translation>Annotazione</translation>
    </message>
    <message>
        <source>All Mesh Files (*.stl *.ast *.bms *.obj *.off *.ply)</source>
        <translation type="obsolete">Tutti i file Mesh (*.stl *.ast *.bms *.obj *.off *.ply)</translation>
    </message>
    <message>
        <source>X3D Extensible 3D (*.x3d)</source>
        <translation type="obsolete">X3D Espandibile 3D (*.x3d)</translation>
    </message>
    <message>
        <source>Display components</source>
        <translation>Visualizza i componenti</translation>
    </message>
    <message>
        <source>All Mesh Files</source>
        <translation>Tutti i file Mesh</translation>
    </message>
    <message>
        <source>Binary STL</source>
        <translation>STL binario</translation>
    </message>
    <message>
        <source>ASCII STL</source>
        <translation>ASCII STL</translation>
    </message>
    <message>
        <source>Binary Mesh</source>
        <translation>Binario Mesh</translation>
    </message>
    <message>
        <source>Alias Mesh</source>
        <translation>Alias Mesh</translation>
    </message>
    <message>
        <source>Object File Format</source>
        <translation>Object File Format</translation>
    </message>
    <message>
        <source>Inventor V2.1 ascii</source>
        <translation>Inventor ascii V2.1</translation>
    </message>
    <message>
        <source>Stanford Polygon</source>
        <translation>Poligono Stanford</translation>
    </message>
    <message>
        <source>All Files</source>
        <translation>Tutti i file</translation>
    </message>
    <message>
        <source>X3D Extensible 3D</source>
        <translation>X3D Extensible 3D</translation>
    </message>
    <message>
        <source>VRML V2.0</source>
        <translation>VRML v 2.0</translation>
    </message>
    <message>
        <source>Compressed VRML 2.0</source>
        <translation>Compresso VRML 2.0</translation>
    </message>
    <message>
        <source>Nastran</source>
        <translation>Nastran</translation>
    </message>
    <message>
        <source>Python module def</source>
        <translation>Modulo def di Python</translation>
    </message>
    <message>
        <source>[Points: %1, Edges: %2, Faces: %3]</source>
        <translation>[Punti: %1, bordi: %2, facce: %3]</translation>
    </message>
    <message>
        <source>Import-Export</source>
        <translation>Importa/Esporta</translation>
    </message>
</context>
<context>
    <name>Workbench</name>
    <message>
        <source>Analyze</source>
        <translation>Analizza</translation>
    </message>
    <message>
        <source>Boolean</source>
        <translation>Operazione booleana</translation>
    </message>
    <message>
        <source>&amp;Meshes</source>
        <translation>&amp;Mesh</translation>
    </message>
    <message>
        <source>Mesh tools</source>
        <translation>Strumenti Mesh</translation>
    </message>
</context>
</TS>
