<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE TS>
<TS version="2.0" language="es-ES" sourcelanguage="en">
<context>
    <name>CmdMeshAddFacet</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Add triangle</source>
        <translation>Añadir triángulo</translation>
    </message>
    <message>
        <source>Add triangle manually to a mesh</source>
        <translation>Añadir triángulo manualmente a malla</translation>
    </message>
</context>
<context>
    <name>CmdMeshBoundingBox</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Boundings info...</source>
        <translation>Información de límites...</translation>
    </message>
    <message>
        <source>Shows the boundings of the selected mesh</source>
        <translation>Muestra los límites de la malla seleccionada</translation>
    </message>
</context>
<context>
    <name>CmdMeshBuildRegularSolid</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Regular solid...</source>
        <translation>Sólido regular...</translation>
    </message>
    <message>
        <source>Builds a regular solid</source>
        <translation>Crea un sólido regular</translation>
    </message>
</context>
<context>
    <name>CmdMeshDemolding</name>
    <message>
        <source>Interactive demolding direction</source>
        <translation>Dirección de desmoldeo interactiva</translation>
    </message>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
</context>
<context>
    <name>CmdMeshDifference</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Difference</source>
        <translation>Diferencia</translation>
    </message>
</context>
<context>
    <name>CmdMeshEvaluateFacet</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Face info</source>
        <translation>Información de la cara</translation>
    </message>
    <message>
        <source>Information about face</source>
        <translation>Información de la cara</translation>
    </message>
</context>
<context>
    <name>CmdMeshEvaluateSolid</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Check solid mesh</source>
        <translation>Comprobar la malla del sólido</translation>
    </message>
    <message>
        <source>Checks whether the mesh is a solid</source>
        <translation>Comprueba si la malla es un sólido</translation>
    </message>
</context>
<context>
    <name>CmdMeshEvaluation</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Opens a dialog to analyze and repair a mesh</source>
        <translation>Abre un letrero de diálogo para analizar y reparar una malla</translation>
    </message>
    <message>
        <source>Evaluate &amp;&amp; Repair mesh...</source>
        <translation>Evaluar y reparar malla...</translation>
    </message>
</context>
<context>
    <name>CmdMeshExMakeMesh</name>
    <message>
        <source>Mesh</source>
        <translation type="obsolete">Malla</translation>
    </message>
    <message>
        <source>Make a Box</source>
        <translation type="obsolete">Hacer un cuadro</translation>
    </message>
</context>
<context>
    <name>CmdMeshExMakeTool</name>
    <message>
        <source>Mesh</source>
        <translation type="obsolete">Malla</translation>
    </message>
    <message>
        <source>Make a Tool</source>
        <translation type="obsolete">Crea una herramienta</translation>
    </message>
</context>
<context>
    <name>CmdMeshExMakeUnion</name>
    <message>
        <source>Mesh</source>
        <translation type="obsolete">Malla</translation>
    </message>
    <message>
        <source>Make Union</source>
        <translation type="obsolete">Crear unión</translation>
    </message>
</context>
<context>
    <name>CmdMeshExport</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Export mesh...</source>
        <translation>Exportar malla...</translation>
    </message>
    <message>
        <source>Exports a mesh to file</source>
        <translation>Exporta la malla a un archivo</translation>
    </message>
</context>
<context>
    <name>CmdMeshFillInteractiveHole</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Close hole</source>
        <translation>Tapa agujero</translation>
    </message>
    <message>
        <source>Close holes interactively</source>
        <translation>Tapa un agujero interactivamente</translation>
    </message>
</context>
<context>
    <name>CmdMeshFillupHoles</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Fill holes...</source>
        <translation>Rellenar agujeros...</translation>
    </message>
    <message>
        <source>Fill holes of the mesh</source>
        <translation>Rellenar agujeros de la malla</translation>
    </message>
</context>
<context>
    <name>CmdMeshFlipNormals</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Flip normals</source>
        <translation>Invertir normales</translation>
    </message>
    <message>
        <source>Flips the normals of the mesh</source>
        <translation>Invierte la normal de la malla</translation>
    </message>
</context>
<context>
    <name>CmdMeshFromGeometry</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Create mesh from geometry...</source>
        <translation>Crea una malla a partir de la geometría...</translation>
    </message>
    <message>
        <source>Create mesh from the selected geometry</source>
        <translation>Crea una malla a partir de la geometría seleccionada</translation>
    </message>
</context>
<context>
    <name>CmdMeshFromPartShape</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Create mesh from shape...</source>
        <translation>Crear malla de forma ...</translation>
    </message>
    <message>
        <source>Tessellate shape</source>
        <translation>Teselar forma</translation>
    </message>
</context>
<context>
    <name>CmdMeshHarmonizeNormals</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Harmonize normals</source>
        <translation>Armonizar normales</translation>
    </message>
    <message>
        <source>Harmonizes the normals of the mesh</source>
        <translation>Armonizar las normales de la malla</translation>
    </message>
</context>
<context>
    <name>CmdMeshImport</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Import mesh...</source>
        <translation>Importar malla...</translation>
    </message>
    <message>
        <source>Imports a mesh from file</source>
        <translation>Importa una malla de un archivo</translation>
    </message>
</context>
<context>
    <name>CmdMeshIntersection</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Intersection</source>
        <translation>Intersección</translation>
    </message>
</context>
<context>
    <name>CmdMeshMerge</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Merge</source>
        <translation>Fusionar</translation>
    </message>
    <message>
        <source>Merges selected meshes into one</source>
        <translation>Fusionar las mallas seleccionadas en una sola</translation>
    </message>
</context>
<context>
    <name>CmdMeshPolyCut</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Cut mesh</source>
        <translation>Cortar malla</translation>
    </message>
    <message>
        <source>Cuts a mesh with a picked polygon</source>
        <translation>Corta una malla con un poligono designado</translation>
    </message>
</context>
<context>
    <name>CmdMeshPolySegm</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Make segment</source>
        <translation>Hacer segmento</translation>
    </message>
    <message>
        <source>Creates a mesh segment</source>
        <translation>Crea un segmento de la malla</translation>
    </message>
</context>
<context>
    <name>CmdMeshPolySelect</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Select mesh</source>
        <translation>Seleccionar malla</translation>
    </message>
    <message>
        <source>Select an area of the mesh</source>
        <translation>Seleccionar un área de la malla</translation>
    </message>
</context>
<context>
    <name>CmdMeshPolySplit</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Split mesh</source>
        <translation>Dividir malla</translation>
    </message>
    <message>
        <source>Splits a mesh into two meshes</source>
        <translation>Divide la malla en dos</translation>
    </message>
</context>
<context>
    <name>CmdMeshPolyTrim</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Trim mesh</source>
        <translation>Recortar malla</translation>
    </message>
    <message>
        <source>Trims a mesh with a picked polygon</source>
        <translation>Recorta una malla con un polígono escogido</translation>
    </message>
</context>
<context>
    <name>CmdMeshRemoveCompByHand</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Remove components by hand...</source>
        <translation>Eliminar componentes a mano...</translation>
    </message>
    <message>
        <source>Mark a component to remove it from the mesh</source>
        <translation>Marcar un componente para eliminarlo de la malla</translation>
    </message>
</context>
<context>
    <name>CmdMeshRemoveComponents</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Remove components...</source>
        <translation>Eliminar componentes...</translation>
    </message>
    <message>
        <source>Remove topologic independent components from the mesh</source>
        <translation>Eliminar componentes topológicos independientes de la malla</translation>
    </message>
</context>
<context>
    <name>CmdMeshSegmentation</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Create mesh segments...</source>
        <translation>Crear segmentos de malla...</translation>
    </message>
    <message>
        <source>Create mesh segments</source>
        <translation>Crear segmentos de malla</translation>
    </message>
</context>
<context>
    <name>CmdMeshSmoothing</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Smooth...</source>
        <translation>Suavizar...</translation>
    </message>
    <message>
        <source>Smooth the selected meshes</source>
        <translation>Suaviza las mallas seleccionadas</translation>
    </message>
</context>
<context>
    <name>CmdMeshToolMesh</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Segment by tool mesh</source>
        <translation>Segmento de la herramienta de malla</translation>
    </message>
    <message>
        <source>Creates a segment from a given tool mesh</source>
        <translation>Crea un segmento desde una herramienta de malla dada</translation>
    </message>
</context>
<context>
    <name>CmdMeshTransform</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Transform mesh</source>
        <translation>Trasformar malla</translation>
    </message>
    <message>
        <source>Rotate or move a mesh</source>
        <translation>Rotar o mover malla</translation>
    </message>
</context>
<context>
    <name>CmdMeshTrimByPlane</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Trim mesh with a plane</source>
        <translation>Recortar malla con un plano</translation>
    </message>
    <message>
        <source>Trims a mesh with a plane</source>
        <translation>Ajusta una malla con un plano</translation>
    </message>
</context>
<context>
    <name>CmdMeshUnion</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Union</source>
        <translation>Unión</translation>
    </message>
</context>
<context>
    <name>CmdMeshVertexCurvature</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Calculates the curvature of the vertices of a mesh</source>
        <translation>Calcula la curvatura de los vértices de una malla</translation>
    </message>
    <message>
        <source>Curvature plot</source>
        <translation>Traza la curvatura</translation>
    </message>
</context>
<context>
    <name>CmdMeshVertexCurvatureInfo</name>
    <message>
        <source>Mesh</source>
        <translation>Malla</translation>
    </message>
    <message>
        <source>Curvature info</source>
        <translation>Información de la curvatura</translation>
    </message>
    <message>
        <source>Information about curvature</source>
        <translation>Información de la curvatura</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgEvaluateMesh</name>
    <message>
        <source>&amp;Help</source>
        <translation type="obsolete">&amp;Ayuda</translation>
    </message>
    <message>
        <source>F1</source>
        <translation type="obsolete">F1</translation>
    </message>
    <message>
        <source>&amp;Close</source>
        <translation type="obsolete">&amp;Cerrar</translation>
    </message>
    <message>
        <source>Alt+C</source>
        <translation type="obsolete">Alt+C</translation>
    </message>
    <message>
        <source>Mesh information</source>
        <translation>Información de la malla</translation>
    </message>
    <message>
        <source>No information</source>
        <translation>Ninguna información</translation>
    </message>
    <message>
        <source>Number of points:</source>
        <translation>Número de puntos:</translation>
    </message>
    <message>
        <source>Number of edges:</source>
        <translation>Número de bordes:</translation>
    </message>
    <message>
        <source>Refresh</source>
        <translation>Actualizar</translation>
    </message>
    <message>
        <source>Analyze</source>
        <translation>Analizar</translation>
    </message>
    <message>
        <source>Repair</source>
        <translation>Reparar</translation>
    </message>
    <message>
        <source>Orientation</source>
        <translation>Orientación</translation>
    </message>
    <message>
        <source>Degenerated faces</source>
        <translation>Caras degeneradas</translation>
    </message>
    <message>
        <source>Face indices</source>
        <translation>Índices de cara</translation>
    </message>
    <message>
        <source>Number of faces:</source>
        <translation>Número de caras:</translation>
    </message>
    <message>
        <source>Duplicated faces</source>
        <translation>Caras duplicadas</translation>
    </message>
    <message>
        <source>Duplicated points</source>
        <translation>Puntos duplicados</translation>
    </message>
    <message>
        <source>Non-manifolds</source>
        <translation>No multiplicidad</translation>
    </message>
    <message>
        <source>Self-intersections</source>
        <translation>Autointersecciones</translation>
    </message>
    <message>
        <source>All above tests together</source>
        <translation>Todo sobre los test</translation>
    </message>
    <message>
        <source>Repetitive repair</source>
        <translation>Reparación repetitiva</translation>
    </message>
    <message>
        <source>Evaluate &amp; Repair Mesh</source>
        <translation>Evaluar y reparar malla</translation>
    </message>
    <message>
        <source>Folds on surface</source>
        <translation>Pliegues en superficie</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgEvaluateMeshImp</name>
    <message>
        <source>No information</source>
        <translation>Ninguna información</translation>
    </message>
    <message>
        <source>Invalid neighbour indices</source>
        <translation>Índices vecinos inválidos</translation>
    </message>
    <message>
        <source>Invalid face indices</source>
        <translation>índices de cara inválidos</translation>
    </message>
    <message>
        <source>Invalid point indices</source>
        <translation>Índices de puntos inválidos</translation>
    </message>
    <message>
        <source>Multiple point indices</source>
        <translation>índices de punto múltiples</translation>
    </message>
    <message>
        <source>Non-manifolds</source>
        <translation>No multiplicidad</translation>
    </message>
    <message>
        <source>Cannot remove non-manifolds</source>
        <translation>No es posible quitar la no multiplicidad</translation>
    </message>
    <message>
        <source>No selection</source>
        <translation>Ninguna selección</translation>
    </message>
    <message>
        <source>No flipped normals</source>
        <translation>Ninguna normal invertida</translation>
    </message>
    <message>
        <source>%1 flipped normals</source>
        <translation>%1 normales invertidas</translation>
    </message>
    <message>
        <source>No non-manifolds</source>
        <translation>Ninguna no multiplicidad</translation>
    </message>
    <message>
        <source>%1 non-manifolds</source>
        <translation>%1 no multiplicidad</translation>
    </message>
    <message>
        <source>No invalid indices</source>
        <translation>Ningún índice inválido</translation>
    </message>
    <message>
        <source>No degenerations</source>
        <translation>ninguna degeneración</translation>
    </message>
    <message>
        <source>%1 degenerated faces</source>
        <translation>%1 caras degeneradas</translation>
    </message>
    <message>
        <source>No duplicated faces</source>
        <translation>Ninguna cara duplicada</translation>
    </message>
    <message>
        <source>%1 duplicated faces</source>
        <translation>%1 caras duplicadas</translation>
    </message>
    <message>
        <source>No duplicated points</source>
        <translation>Ningún punto duplicado</translation>
    </message>
    <message>
        <source>Duplicated points</source>
        <translation>Puntos duplicados</translation>
    </message>
    <message>
        <source>Orientation</source>
        <translation>Orientación</translation>
    </message>
    <message>
        <source>Indices</source>
        <translation>Índices</translation>
    </message>
    <message>
        <source>Degenerations</source>
        <translation>Degeneraciones</translation>
    </message>
    <message>
        <source>Duplicated faces</source>
        <translation>Caras duplicadas</translation>
    </message>
    <message>
        <source>No self-intersections</source>
        <translation>Ninguna autointersección</translation>
    </message>
    <message>
        <source>Self-intersections</source>
        <translation>Autointersecciones</translation>
    </message>
    <message>
        <source>Mesh repair</source>
        <translation>Reparación de malla</translation>
    </message>
    <message>
        <source>Flipped normals found</source>
        <translation>Normales invertidas encontradas</translation>
    </message>
    <message>
        <source>Check failed due to folds on the surface.
Please run the command to repair folds first</source>
        <translation>La comprobación falló debido a pliegues en la superficie. Vuelva a ejecutar el comando para reparar los pliegues primero</translation>
    </message>
    <message>
        <source>No folds on surface</source>
        <translation>No hay pliegues en superficie</translation>
    </message>
    <message>
        <source>%1 folds on surface</source>
        <translation>%1 pliegues en superficie</translation>
    </message>
    <message>
        <source>Folds</source>
        <translation>Pliegues</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgRegularSolid</name>
    <message>
        <source>Regular Solid</source>
        <translation>Sólido regular</translation>
    </message>
    <message>
        <source>&amp;Create</source>
        <translation>&amp;Crear</translation>
    </message>
    <message>
        <source>Alt+C</source>
        <translation>Alt+C</translation>
    </message>
    <message>
        <source>Cl&amp;ose</source>
        <translation>&amp;Cerrar</translation>
    </message>
    <message>
        <source>Alt+O</source>
        <translation>ALT+O</translation>
    </message>
    <message>
        <source>Solid:</source>
        <translation>Sólido:</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>Esféra</translation>
    </message>
    <message>
        <source>Ellipsoid</source>
        <translation>Elipsoide</translation>
    </message>
    <message>
        <source>Torus</source>
        <translation>Toro</translation>
    </message>
    <message>
        <source>Height:</source>
        <translation>Altura:</translation>
    </message>
    <message>
        <source>Length:</source>
        <translation>Longitud:</translation>
    </message>
    <message>
        <source>Width:</source>
        <translation>Ancho:</translation>
    </message>
    <message>
        <source>Radius:</source>
        <translation>Radio:</translation>
    </message>
    <message>
        <source>Closed</source>
        <translation>Cerrado</translation>
    </message>
    <message>
        <source>Sampling:</source>
        <translation>Muestreo:</translation>
    </message>
    <message>
        <source>Edge length:</source>
        <translation>Longitud de borde:</translation>
    </message>
    <message>
        <source>Radius 1:</source>
        <translation>Radio 1:</translation>
    </message>
    <message>
        <source>Radius 2:</source>
        <translation>Radio 2:</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgRegularSolidImp</name>
    <message>
        <source>Create %1</source>
        <translation>Crear %1</translation>
    </message>
    <message>
        <source>No active document</source>
        <translation>Ningún documento activo</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgSettingsImportExport</name>
    <message>
        <source>Mesh Formats</source>
        <translation>Formatos de malla</translation>
    </message>
    <message>
        <source>Export</source>
        <translation>Exportar</translation>
    </message>
    <message>
        <source>Defines the deviation of tessellation to the actual surface</source>
        <translation>Define la desviación del teselado de la superfice actual</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;Teselado&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;Defin e la desviación máxima del teselado de la malla de la superficie. El menor valor es el renderizado más lento en velocidad y el mejor en apariencia.&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Maximum mesh deviation</source>
        <translation>Máxima desviación de malla</translation>
    </message>
    <message>
        <source>mm</source>
        <translation type="obsolete">mm</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgSettingsMeshView</name>
    <message>
        <source>Mesh view</source>
        <translation>Vista de malla</translation>
    </message>
    <message>
        <source>Two-side rendering</source>
        <translation>Renderizado a dos caras</translation>
    </message>
    <message>
        <source>Backface color</source>
        <translation>Color de la cara posterior</translation>
    </message>
    <message>
        <source>Smoothing</source>
        <translation>Suavizado</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;Este bes el menor ángulo entre dos caras donde las normales son calculadas para hacer un sombreado plano.&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 el ángulo entre las normales de dos caras vecinas es menor que el ángulo de pliegue, las caras serán suavizadas por su borde común.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Crease angle</source>
        <translation>Ángulo de pliegue</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;Sombreado plano/Sombreado 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;Define la apariencia de las superficies.&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 sombreado plano las normales de las superficies no están definidas por vértice lo que lleva a una apariencia no real para superficies curvas mientras que usando el sombreado Phong se consigue una apariencia más suave. &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 esta opción está definida se utiliza el sombreado Phong, si no está activada se utiliza el sombreado plano.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
        <source>Define normal per vertex</source>
        <translation>Definir la normal por vértice</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;Definiendo las normales por vértice también se llama &lt;span style=&quot; font-style:italic;&quot;&gt;Sombreado 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;mientras definiendo las normales por cara se llama &lt;/span&gt;Sombreado plano&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>Apariencia predeterminada para nuevas mallas</translation>
    </message>
    <message>
        <source>Default line color</source>
        <translation>Color de línea predeterminado</translation>
    </message>
    <message>
        <source>Mesh transparency</source>
        <translation>Transparencia de malla</translation>
    </message>
    <message>
        <source>Default mesh color</source>
        <translation>Color de malla predeterminado</translation>
    </message>
    <message>
        <source>Show bounding-box for highlighted or selected meshes</source>
        <translation>Mostrar cuadro delimitador para mallas resaltadas o seleccionadas</translation>
    </message>
    <message>
        <source>Line transparency</source>
        <translation>Transparencia de línea</translation>
    </message>
</context>
<context>
    <name>MeshGui::DlgSmoothing</name>
    <message>
        <source>Smoothing</source>
        <translation>Suavizado</translation>
    </message>
    <message>
        <source>Method</source>
        <translation>Método</translation>
    </message>
    <message>
        <source>Taubin</source>
        <translation>Taubin</translation>
    </message>
    <message>
        <source>Laplace</source>
        <translation>Laplace</translation>
    </message>
    <message>
        <source>Parameter</source>
        <translation>Parámetro</translation>
    </message>
    <message>
        <source>Iterations:</source>
        <translation>Iteraciones:</translation>
    </message>
    <message>
        <source>Lambda:</source>
        <translation>Lambda:</translation>
    </message>
    <message>
        <source>Mu:</source>
        <translation>Mu:</translation>
    </message>
    <message>
        <source>Only selection</source>
        <translation>Sólo selección</translation>
    </message>
</context>
<context>
    <name>MeshGui::MeshFaceAddition</name>
    <message>
        <source>Add triangle</source>
        <translation>Añadir triángulo</translation>
    </message>
    <message>
        <source>Flip normal</source>
        <translation>Invertir normal</translation>
    </message>
    <message>
        <source>Clear</source>
        <translation>Borrar</translation>
    </message>
    <message>
        <source>Finish</source>
        <translation>Finalizar</translation>
    </message>
</context>
<context>
    <name>MeshGui::MeshFillHole</name>
    <message>
        <source>Finish</source>
        <translation>Finalizar</translation>
    </message>
</context>
<context>
    <name>MeshGui::RemoveComponents</name>
    <message>
        <source>Remove components</source>
        <translation>Eliminar componentes</translation>
    </message>
    <message>
        <source>Select</source>
        <translation>Seleccionar</translation>
    </message>
    <message>
        <source>Select whole component</source>
        <translation>Seleccionar componente entero</translation>
    </message>
    <message>
        <source>Pick triangle</source>
        <translation>Elija triángulo</translation>
    </message>
    <message>
        <source>&lt; faces than</source>
        <translation>&lt; nº de caras que</translation>
    </message>
    <message>
        <source>Region</source>
        <translation>Región</translation>
    </message>
    <message>
        <source>Components</source>
        <translation>Componentes</translation>
    </message>
    <message>
        <source>All</source>
        <translation>Todo</translation>
    </message>
    <message>
        <source>Deselect</source>
        <translation>Deseleccionar</translation>
    </message>
    <message>
        <source>Deselect whole component</source>
        <translation>Deseleccionar componente entero</translation>
    </message>
    <message>
        <source>&gt; faces than</source>
        <translation>&gt; nº caras que</translation>
    </message>
    <message>
        <source>Region options</source>
        <translation>Opciones de región</translation>
    </message>
    <message>
        <source>Respect only triangles with normals facing screen</source>
        <translation>Únicamente respecto a triángulos con las normales frente a pantalla</translation>
    </message>
    <message>
        <source>Respect only visible triangles</source>
        <translation>ünicamente respecto a triángulos visibles</translation>
    </message>
</context>
<context>
    <name>MeshGui::Segmentation</name>
    <message>
        <source>Mesh segmentation</source>
        <translation>Segmentación de malla</translation>
    </message>
    <message>
        <source>Smooth mesh</source>
        <translation>Malla lisa</translation>
    </message>
    <message>
        <source>Plane</source>
        <translation>Plano</translation>
    </message>
    <message>
        <source>Tolerance</source>
        <translation>Tolerancia</translation>
    </message>
    <message>
        <source>Minumum number of faces</source>
        <translation>Número mínimo de caras</translation>
    </message>
    <message>
        <source>Cylinder</source>
        <translation>Cilindro</translation>
    </message>
    <message>
        <source>Radius</source>
        <translation>Radio</translation>
    </message>
    <message>
        <source>Tolerance (Flat)</source>
        <translation>Tolerancia (alisado)</translation>
    </message>
    <message>
        <source>Tolerance (Curved)</source>
        <translation>Tolerancia (curvado)</translation>
    </message>
    <message>
        <source>Minimum number of faces</source>
        <translation>Número mínimo de caras</translation>
    </message>
    <message>
        <source>Sphere</source>
        <translation>Esféra</translation>
    </message>
</context>
<context>
    <name>MeshGui::Selection</name>
    <message>
        <source>Selection</source>
        <translation>Selección</translation>
    </message>
    <message>
        <source>Add</source>
        <translation>Añadir</translation>
    </message>
    <message>
        <source>Clear</source>
        <translation>Borrar</translation>
    </message>
    <message>
        <source>Respect only visible triangles</source>
        <translation>ünicamente respecto a triángulos visibles</translation>
    </message>
    <message>
        <source>Respect only triangles with normals facing screen</source>
        <translation>Únicamente respecto a triángulos con las normales frente a pantalla</translation>
    </message>
    <message>
        <source>Use a brush tool to select the area</source>
        <translation>Utilice una herramienta Pincel para seleccionar el área</translation>
    </message>
    <message>
        <source>Clears completely the selected area</source>
        <translation>Borra completamente el área seleccionada</translation>
    </message>
</context>
<context>
    <name>MeshGui::TaskRemoveComponents</name>
    <message>
        <source>Delete</source>
        <translation>Eliminar</translation>
    </message>
    <message>
        <source>Invert</source>
        <translation>Invertir</translation>
    </message>
</context>
<context>
    <name>Mesh_TrimByPlane</name>
    <message>
        <source>Select plane</source>
        <translation>Seleccionar plano</translation>
    </message>
    <message>
        <source>Please select a plane at which you trim the mesh.</source>
        <translation>Por favor seleccione el plano de corte de la malla.</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>Error desconocido al ejecutar 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 no parece instalado en su sistema. Por favor visite http://www.openscad.org/index.html para instalarlo.</translation>
    </message>
</context>
<context>
    <name>QDockWidget</name>
    <message>
        <source>Evaluate &amp; Repair Mesh</source>
        <translation>Evaluar y reparar malla</translation>
    </message>
</context>
<context>
    <name>QObject</name>
    <message>
        <source>Import mesh</source>
        <translation>Importar malla</translation>
    </message>
    <message>
        <source>Export mesh</source>
        <translation>Exportar malla</translation>
    </message>
    <message>
        <source>Solid Mesh</source>
        <translation>Mallado sólido</translation>
    </message>
    <message>
        <source>Boundings</source>
        <translation>Límites</translation>
    </message>
    <message>
        <source>Fill holes</source>
        <translation>Rellenar agujeros</translation>
    </message>
    <message>
        <source>Fill holes with maximum number of edges:</source>
        <translation>Rellena los agujeros con número máximo de bordes:</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">Malla-Binario (*.bms)</translation>
    </message>
    <message>
        <source>Alias Mesh (*.obj)</source>
        <translation type="obsolete">Alias malla (*.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">Todos los archivos (*.*)</translation>
    </message>
    <message>
        <source>ASCII STL (*.stl)</source>
        <translation type="obsolete">ASCII STL (*.stl)</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 Comprimido (*.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">Definición de Modulo Python (*.py)</translation>
    </message>
    <message>
        <source>Meshing Tolerance</source>
        <translation>Tolerancia de mallado</translation>
    </message>
    <message>
        <source>Enter tolerance for meshing geometry:</source>
        <translation>Introduzca la tolerancia para la geometría de mallado:</translation>
    </message>
    <message>
        <source>The mesh &apos;%1&apos; is a solid.</source>
        <translation>La malla &apos;%1&apos; es un sólido.</translation>
    </message>
    <message>
        <source>The mesh &apos;%1&apos; is not a solid.</source>
        <translation>La malla &apos;%1&apos; no es un sólido.</translation>
    </message>
    <message>
        <source>Min=&lt;%1,%2,%3&gt;

Max=&lt;%4,%5,%6&gt;</source>
        <translation>Mín=&lt;%1,%2,%3&gt; Máx=&lt;%4,%5,%6&gt;</translation>
    </message>
    <message>
        <source>[Points: %1, Edges: %2 Faces: %3]</source>
        <translation type="obsolete">[Puntos: %1, Bordes: %2 Caras: %3]</translation>
    </message>
    <message>
        <source>Leave info mode</source>
        <translation>Permitir modo info</translation>
    </message>
    <message>
        <source>Index: %1</source>
        <translation>Índice: %1</translation>
    </message>
    <message>
        <source>Leave hole-filling mode</source>
        <translation>Permitir modo de rellenado de agujeros</translation>
    </message>
    <message>
        <source>Leave removal mode</source>
        <translation>Permitir modo de eliminación</translation>
    </message>
    <message>
        <source>All Mesh Files (*.stl *.ast *.bms *.obj *.ply)</source>
        <translation type="obsolete">Todos los archivos de malla (*.stl *.ast *.bms *.obj *.ply)</translation>
    </message>
    <message>
        <source>Stanford Polygon (*.ply)</source>
        <translation type="obsolete">Standford Polygon(*.ply)</translation>
    </message>
    <message>
        <source>Object File Format (*.off)</source>
        <translation type="obsolete">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>Eliminar caras seleccionadas</translation>
    </message>
    <message>
        <source>Clear selected faces</source>
        <translation>Borrar caras seleccionadas</translation>
    </message>
    <message>
        <source>Annotation</source>
        <translation>Anotación</translation>
    </message>
    <message>
        <source>All Mesh Files (*.stl *.ast *.bms *.obj *.off *.ply)</source>
        <translation type="obsolete">Todos los archivos de malla (*.stl *.ast *.bms *.obj *.off * .ply)</translation>
    </message>
    <message>
        <source>X3D Extensible 3D (*.x3d)</source>
        <translation type="obsolete">X3D Extensible 3D (*.x3d)</translation>
    </message>
    <message>
        <source>Display components</source>
        <translation>Mostrar componentes</translation>
    </message>
    <message>
        <source>All Mesh Files</source>
        <translation>Todos los archivos de mallas</translation>
    </message>
    <message>
        <source>Binary STL</source>
        <translation>Binario STL</translation>
    </message>
    <message>
        <source>ASCII STL</source>
        <translation>ASCII STL</translation>
    </message>
    <message>
        <source>Binary Mesh</source>
        <translation>Binario de la malla</translation>
    </message>
    <message>
        <source>Alias Mesh</source>
        <translation>Alias de la malla</translation>
    </message>
    <message>
        <source>Object File Format</source>
        <translation>Formato de archivo del objeto</translation>
    </message>
    <message>
        <source>Inventor V2.1 ascii</source>
        <translation>Inventor ascii V2.1</translation>
    </message>
    <message>
        <source>Stanford Polygon</source>
        <translation>Polígono Stanford</translation>
    </message>
    <message>
        <source>All Files</source>
        <translation>Todos los Archivos</translation>
    </message>
    <message>
        <source>X3D Extensible 3D</source>
        <translation>X3D 3D Extensible</translation>
    </message>
    <message>
        <source>VRML V2.0</source>
        <translation>VRML V2.0</translation>
    </message>
    <message>
        <source>Compressed VRML 2.0</source>
        <translation>Comprimido VRML 2.0</translation>
    </message>
    <message>
        <source>Nastran</source>
        <translation>Nastran</translation>
    </message>
    <message>
        <source>Python module def</source>
        <translation>Módulo def de Python</translation>
    </message>
    <message>
        <source>[Points: %1, Edges: %2, Faces: %3]</source>
        <translation>[Puntos: %1, Aristas: %2, Caras: %3]</translation>
    </message>
    <message>
        <source>Import-Export</source>
        <translation>Importar/Exportar</translation>
    </message>
</context>
<context>
    <name>Workbench</name>
    <message>
        <source>Analyze</source>
        <translation>Analizar</translation>
    </message>
    <message>
        <source>Boolean</source>
        <translation>Booleano</translation>
    </message>
    <message>
        <source>&amp;Meshes</source>
        <translation>&amp;Malla</translation>
    </message>
    <message>
        <source>Mesh tools</source>
        <translation>Herramientas de malla</translation>
    </message>
</context>
</TS>
