ID_FILE_OPEN "Open an existing texture document\nOpen"
ID_FILE_CLOSE "Close the active document\nClose"
ID_FILE_SAVE "Save the active document\nSave"
ID_FILE_SAVE_AS "Save the active document with a new name\nSave As"
END
STRINGTABLE DISCARDABLE
BEGIN
ID_APP_ABOUT "Display program information, version number and copyright\nAbout"
ID_APP_EXIT "Quit the application; prompts to save documents\nExit"
END
STRINGTABLE DISCARDABLE
BEGIN
ID_FILE_MRU_FILE1 "Open this document"
ID_FILE_MRU_FILE2 "Open this document"
ID_FILE_MRU_FILE3 "Open this document"
ID_FILE_MRU_FILE4 "Open this document"
ID_FILE_MRU_FILE5 "Open this document"
ID_FILE_MRU_FILE6 "Open this document"
ID_FILE_MRU_FILE7 "Open this document"
ID_FILE_MRU_FILE8 "Open this document"
ID_FILE_MRU_FILE9 "Open this document"
ID_FILE_MRU_FILE10 "Open this document"
ID_FILE_MRU_FILE11 "Open this document"
ID_FILE_MRU_FILE12 "Open this document"
ID_FILE_MRU_FILE13 "Open this document"
ID_FILE_MRU_FILE14 "Open this document"
ID_FILE_MRU_FILE15 "Open this document"
ID_FILE_MRU_FILE16 "Open this document"
END
STRINGTABLE DISCARDABLE
BEGIN
ID_NEXT_PANE "Switch to the next window pane\nNext Pane"
ID_PREV_PANE "Switch back to the previous window pane\nPrevious Pane"
END
STRINGTABLE DISCARDABLE
BEGIN
ID_WINDOW_NEW "Open another window for the active document\nNew Window"
ID_WINDOW_ARRANGE "Arrange icons at the bottom of the window\nArrange Icons"
ID_WINDOW_CASCADE "Arrange windows so they overlap\nCascade Windows"
ID_WINDOW_TILE_HORZ "Arrange windows as non-overlapping tiles\nTile Windows"
ID_WINDOW_TILE_VERT "Arrange windows as non-overlapping tiles\nTile Windows"
ID_WINDOW_SPLIT "Split the active window into panes\nSplit"
END
STRINGTABLE DISCARDABLE
BEGIN
ID_EDIT_CLEAR "Erase the selection\nErase"
ID_EDIT_CLEAR_ALL "Erase everything\nErase All"
ID_EDIT_COPY "Copy the selection and put it on the Clipboard\nCopy"
ID_EDIT_CUT "Cut the selection and put it on the Clipboard\nCut"
ID_EDIT_FIND "Find the specified text\nFind"
ID_EDIT_PASTE "Insert Clipboard contents\nPaste"
ID_EDIT_REPEAT "Repeat the last action\nRepeat"
ID_EDIT_REPLACE "Replace specific text with different text\nReplace"
ID_EDIT_SELECT_ALL "Select the entire document\nSelect All"
ID_EDIT_UNDO "Undo the last action\nUndo"
ID_EDIT_REDO "Redo the previously undone action\nRedo"
END
STRINGTABLE DISCARDABLE
BEGIN
ID_VIEW_TOOLBAR "Show or hide the toolbar\nToggle ToolBar"
ID_VIEW_STATUS_BAR "Show or hide the status bar\nToggle StatusBar"
END
STRINGTABLE DISCARDABLE
BEGIN
AFX_IDS_SCSIZE "Change the window size"
AFX_IDS_SCMOVE "Change the window position"
AFX_IDS_SCMINIMIZE "Reduce the window to an icon"
AFX_IDS_SCMAXIMIZE "Enlarge the window to full size"
AFX_IDS_SCNEXTWINDOW "Switch to the next document window"
AFX_IDS_SCPREVWINDOW "Switch to the previous document window"
AFX_IDS_SCCLOSE "Close the active window and prompts to save the documents"
END
STRINGTABLE DISCARDABLE
BEGIN
AFX_IDS_SCRESTORE "Restore the window to normal size"
AFX_IDS_SCTASKLIST "Activate Task List"
AFX_IDS_MDICHILD "Activate this window"
END
STRINGTABLE DISCARDABLE
BEGIN
ID_INDICATOR_IMAGEINFO " "
ID_ERROR_ODDDIMENSIONS "Texture maps must have even (multiple of 2) width and height."
ID_ERROR_NOTPOW2 "Source image width and height must be powers of 2."
ID_ERROR_WRONGDIMENSIONS
"This image does not have the same dimensions as the source image. Is it okay to resize it?"
ID_ERROR_GENERATEALPHAFAILED
"Generation of the alpha image unexpectedly failed."
ID_ERROR_PREMULTALPHA "This operation cannot be performed because the source image uses premultiplied alpha."
ID_ERROR_PREMULTTODXT1 "Warning: The source image contains premultiplied alpha, and the RGB values will be copied to the destination without ""unpremultiplying"" them, so the resulting colors may be affected."
ID_ERROR_CANTCREATEDEVICE
"Unable to create Direct3D Device. Please make sure your desktop color depth is 16 or 32 bit, and that d3dref.dll is installed."
IDS_FMTDESC_A8R8G8B8 "32-bit RGB pixel format, where 8 bits are reserved for each color."
IDS_FMTDESC_A1R5G5B5 "16-bit pixel format where 5 bits are reserved for each color and 1 bit is reserved for alpha."
IDS_FMTDESC_A4R4G4B4 "16-bit ARGB pixel format with 4 bits for each channel."
IDS_FMTDESC_R8G8B8 "24-bit RGB pixel format with 8 bits per channel."
IDS_FMTDESC_R5G6B5 "16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue."
IDS_FMTDESC_DXT1 "Compressed texture format with 1-bit alpha."
IDS_FMTDESC_DXT2 "Compressed texture format with 4-bit premultiplied alpha."
IDS_FMTDESC_DXT3 "Compressed texture format with 4-bit nonpremultiplied alpha."
END
STRINGTABLE DISCARDABLE
BEGIN
ID_FORMAT_GENERATEMIPMAPS "Generate Mip Maps"
ID_FORMAT_CHANGEIMAGEFORMAT "Convert to a different image format"
END
STRINGTABLE DISCARDABLE
BEGIN
ID_FILE_OPENALPHA "Loads an alpha channel onto the current texture"
ID_FILE_OPENSUBSURFACE "Loads RGB data onto this surface of the texture"
ID_FILE_OPENALPHASUBSURFACE
"Loads Alpha data onto this surface of the texture"
END
STRINGTABLE DISCARDABLE
BEGIN
ID_FILE_OPENFACE "Loads RGB data onto this face of the cubemap texture"
ID_FILE_OPENALPHAFACE "Loads Alpha data onto this face of the cubemap texture"
ID_RESIZE "Resize the texture's dimensions"
END
STRINGTABLE DISCARDABLE
BEGIN
IDS_FMTDESC_DXT4 "Compressed texture format with interpolated premultiplied alpha."
IDS_FMTDESC_DXT5 "Compressed texture format with interpolated nonpremultiplied alpha."
ID_ERROR_CANTCREATETEXTURE
"A texture could not be created with those settings."
ID_ERROR_D3DCREATEFAILED
"Could not initialize Direct3D. Please ensure that this program was compiled with header files matching the installed version of DirectX."
ID_ERROR_COULDNTLOADFILE "An error occurred trying to open that file."
ID_ERROR_COULDNTSAVEFILE "An error occurred trying to save that file."
IDS_FMTDESC_X8R8G8B8 "32-bit RGB pixel format, where 8 bits are reserved for each color."
IDS_FMTDESC_X1R5G5B5 "16-bit pixel format where 5 bits are reserved for each color."
IDS_FMTDESC_R3G3B2 "8-bit RGB texture format using 3 bits for red, 3 bits for green, and 2 bits for blue."
IDS_FMTDESC_A8R3G3B2 "16-bit ARGB texture format using 8 bits for alpha, 3 bits each for red and green, and 2 bits for blue."
IDS_FMTDESC_X4R4G4B4 "16-bit RGB pixel format using 4 bits for each color."
END
STRINGTABLE DISCARDABLE
BEGIN
ID_ERROR_NULLREF "This program uses the reference rendering device. Your computer has a reduced-functionality reference device installed. You can still use this program to manipulate textures, but the textures will not be visible in this program. Install the DirectX SDK to install the full reference device."
ID_ERROR_NEEDALPHA "Alpha channel needed for this operation."
ID_ERROR_NEEDMULTOF4 "This operation cannot be performed because DXTn textures must have dimensions that are multiples of 4."
IDS_FMTDESC_A2R10G10B10 "32-bit pixel format using 10 bits for each color and 2 bits for alpha."
IDS_FMTDESC_A16B16G16R16
"64-bit pixel format using 16 bits for each component."
ID_ERROR_OUTOFMEMORY "Insufficient memory to complete the operation."
ID_ERROR_UNKNOWN "The operation cannot be completed because an unknown error has occurred."
IDS_FMTDESC_A8 "8-bit alpha only."
IDS_FMTDESC_G16R16 "32-bit pixel format using 16 bits each for green and red."
IDS_FMTDESC_A8P8 "16-bit pixel format using 8-bit indexed color and 8 bits of alpha."
IDS_FMTDESC_A8L8 "16-bit using 8 bits each for alpha and luminance."
IDS_FMTDESC_A4L4 "8-bit using 4 bits each for alpha and luminance."
IDS_FMTDESC_L8 "8-bit luminance only."
IDS_FMTDESC_P8 "8-bit color indexed."
IDS_FMTDESC_L16 "16-bit luminance only."
IDS_FMTDESC_A2B10G10R10 "32-bit pixel format using 10 bits for each color and 2 bits for alpha."
END
STRINGTABLE DISCARDABLE
BEGIN
IDS_FMTDESC_A8B8G8R8 "32-bit ARGB pixel format with alpha, using 8 bits per channel."
IDS_FMTDESC_X8B8G8R8 "32-bit RGB pixel format, where 8 bits are reserved for each color."
IDS_FMTDESC_Q8W8V8U8 "32-bit bump-map format using 8 bits for each channel."
IDS_FMTDESC_V8U8 "16-bit bump-map format using 8 bits each for u and v data."
IDS_FMTDESC_V16U16 "32-bit bump-map format using 16 bits for each channel."
IDS_FMTDESC_Q16W16V16U16
"64-bit bump-map format using 16 bits for each component."
IDS_FMTDESC_CxV8U8 "16-bit normal compression format. The texture sampler computes the C channel from: C = sqrt(1 - U2 - V2)."
IDS_FMTDESC_L6V5U5 "16-bit bump-map format with luminance using 6 bits for luminance, and 5 bits each for v and u."
IDS_FMTDESC_X8L8V8U8 "32-bit bump-map format with luminance using 8 bits for each channel."
IDS_FMTDESC_A2W10V10U10 "32-bit bump-map format using 2 bits for alpha and 10 bits each for w, v, and u."
IDS_FMTDESC_G8R8_G8B8 "A 16-bit packed RGB format analogous to YUY2 (Y0U0, Y1V0, Y2U2, etc.). It requires a pixel pair in order to properly represent the color value. The first pixel in the pair contains 8 bits of green (in the high 8 bits) and 8 bits of red (in the low 8 bits). The second pixel contains 8 bits of green (in the high 8 bits) and 8 bits of blue (in the low 8 bits). Together, the two pixels share the red and blue components, while each has a unique green component (G0R0, G1B0, G2R2, etc.). The texture sampler does not normalize the colors when looking up into a pixel shader; they remain in the range of 0.0f to 255.0f. This is true for all programmable pixel shader models. For the fixed function pixel shader, the hardware should normalize to the 0.f to 1.f range and essentially treat it as the YUY2 texture. Hardware that exposes this format must have the PixelShader1xMaxValue member of D3DCAPS9 set to a value capable of handling that range."
IDS_FMTDESC_R8G8_B8G8 "A 16-bit packed RGB format analogous to UYVY (U0Y0, V0Y1, U2Y2, etc.). It requires a pixel pair in order to properly represent the color value. The first pixel in the pair contains 8 bits of green (in the low 8 bits) and 8 bits of red (in the high 8 bits). The second pixel contains 8 bits of green (in the low 8 bits) and 8 bits of blue (in the high 8 bits). Together, the two pixels share the red and blue components, while each has a unique green component (R0G0, B0G1, R2G2, etc.). The texture sampler does not normalize the colors when looking up into a pixel shader; they remain in the range of 0.0f to 255.0f. This is true for all programmable pixel shader models. For the fixed function pixel shader, the hardware should normalize to the 0.f to 1.f range and essentially treat it as the YUY2 texture. Hardware that exposes this format must have PixelShader1xMaxValue member of D3DCAPS9 set to a value capable of handling that range."
IDS_FMTDESC_UYVY "UYVY format (PC98 compliance)"
IDS_FMTDESC_YUY2 "YUY2 format (PC98 compliance)"
IDS_FMTDESC_R16F "16-bit float format using 16 bits for the red channel."
IDS_FMTDESC_G16R16F "32-bit float format using 16 bits for the red channel and 16 bits for the green channel."
END
STRINGTABLE DISCARDABLE
BEGIN
IDS_FMTDESC_A16B16G16R16F
"64-bit float format using 16 bits for the each channel (alpha, blue, green, red)."
IDS_FMTDESC_R32F "32-bit float format using 32 bits for the red channel."
IDS_FMTDESC_G32R32F "64-bit float format using 32 bits for the red channel and 32 bits for the green channel."
IDS_FMTDESC_A32B32G32R32F
"128-bit float format using 32 bits for the each channel (alpha, blue, green, red)."