"article on textures" -г Солонгос руу орчуулах

Англи -с Солонгос руу орчуулсан "article on textures" хэллэгийн 50 орчуулгын 50 -г харуулж байна

Англи-г {хайлт}-ын Солонгос руу орчуулах

Англи
Солонгос

EN This is article is an aside from the various articles that talk about matrices in particular the article that introduces matrices but also the article that introduces 3D, the article on perspective projection, and the article on cameras.

KO 글은 행렬을 야기하는 다양한 글, 특히 행렬을 소개하는 글뿐만 아니라 3D 소개하는 글, perspective projection에 관 글, 카메라에 관 글과는 별개입니다.

Галиглах i geul-eun haenglyeol-eul iyagihaneun dayanghan geul, teughi haenglyeol-eul sogaehaneun geulppunman anila 3Dleul sogaehaneun geul, perspective projection-e gwanhan geul, kamela-e gwanhan geulgwaneun byeolgaeibnida.

EN This is article is an aside from the various articles that talk about matrices in particular the article that introduces matrices but also the article that introduces 3D, the article on perspective projection, and the article on cameras.

KO 글은 행렬을 야기하는 다양한 글, 특히 행렬을 소개하는 글뿐만 아니라 3D 소개하는 글, 원근 투영에 관 글, 카메라에 관 글과는 별개입니다.

Галиглах i geul-eun haenglyeol-eul iyagihaneun dayanghan geul, teughi haenglyeol-eul sogaehaneun geulppunman anila 3Dleul sogaehaneun geul, wongeun tuyeong-e gwanhan geul, kamela-e gwanhan geulgwaneun byeolgaeibnida.

EN This is article is an aside from the various articles that talk about matrices in particular the article that introduces matrices but also the article that introduces 3D, the article on perspective projection, and the article on cameras.

KO 글은 행렬을 야기하는 다양한 글, 특히 행렬을 소개하는 글뿐만 아니라 3D 소개하는 글, 원근 투영에 관 글, 카메라에 관 글과는 별개입니다.

Галиглах i geul-eun haenglyeol-eul iyagihaneun dayanghan geul, teughi haenglyeol-eul sogaehaneun geulppunman anila 3Dleul sogaehaneun geul, wongeun tuyeong-e gwanhan geul, kamela-e gwanhan geulgwaneun byeolgaeibnida.

EN For example the article about image processing, the article about textures and the article about implementing 2d drawImage.

KO 들어 미지 처리에 관 글, 텍스처에 관 글, 2D drawImage 구현에 관 글 등 있습니다.

Галиглах yeleul deul-eo imiji cheolie gwanhan geul, tegseucheoe gwanhan geul, 2D drawImage guhyeon-e gwanhan geul deung-i issseubnida.

EN It also assumes you've read the articles on perspective, the article on cameras, the article on textures, and the article visualizing the camera so if you haven't read those you should probably start there first.

KO 또한 perspective, 카메라, 텍스처, 카메라 시화에 대한 글을 읽었다고 가정하기 문에 읽지 않았다면 먼저 읽어주세요.

Галиглах ttohan perspective, kamela, tegseucheo, kamela sigaghwa-e daehan geul-eul ilg-eossdago gajeonghagi ttaemun-e ilgji anh-assdamyeon meonjeo ilg-eojuseyo.

EN For example the article about image processing, the article about textures and the article about implementing 2d drawImage.

KO 들어 미지 처리에 관 글, 텍스처에 관 글, 2D drawImage 구현에 관 글 등 있습니다.

Галиглах yeleul deul-eo imiji cheolie gwanhan geul, tegseucheoe gwanhan geul, 2D drawImage guhyeon-e gwanhan geul deung-i issseubnida.

EN It also assumes you've read the articles on perspective, the article on cameras, the article on textures, and the article visualizing the camera so if you haven't read those you should probably start there first.

KO 또한 원근, 카메라, 텍스처, 카메라 시화에 대한 글을 읽었다고 가정하기 문에 읽지 않았다면 먼저 읽어주세요.

Галиглах ttohan wongeun, kamela, tegseucheo, kamela sigaghwa-e daehan geul-eul ilg-eossdago gajeonghagi ttaemun-e ilgji anh-assdamyeon meonjeo ilg-eojuseyo.

EN For example the article about image processing, the article about textures and the article about implementing 2d drawImage.

KO 들어 미지 처리에 관 글, 텍스처에 관 글, 2D drawImage 구현에 관 글 등 있습니다.

Галиглах yeleul deul-eo imiji cheolie gwanhan geul, tegseucheoe gwanhan geul, 2D drawImage guhyeon-e gwanhan geul deung-i issseubnida.

EN It also assumes you've read the articles on perspective, the article on cameras, the article on textures, and the article visualizing the camera so if you haven't read those you should probably start there first.

KO 또한 원근, 카메라, 텍스처, 카메라 시화에 대한 글을 읽었다고 가정하기 문에 읽지 않았다면 먼저 읽어주세요.

Галиглах ttohan wongeun, kamela, tegseucheo, kamela sigaghwa-e daehan geul-eul ilg-eossdago gajeonghagi ttaemun-e ilgji anh-assdamyeon meonjeo ilg-eojuseyo.

EN An important realization in WebGL is that textures are not just things applied directly to triangles as we covered in the article on textures

KO WebGL에서 중요 사실은 텍스처텍스처대한 글에서 다룬 것처럼 삼형에 직접 적용되는 게 아니라는 겁니다

Галиглах WebGLeseo jung-yohan sasil-eun tegseucheoga tegseucheoe daehan geul-eseo dalun geoscheoleom samgaghyeong-e jigjeob jeog-yongdoeneun ge anilaneun geobnida

EN This article is part of a series of articles about WebGL. The first article starts with the fundamentals. This article continues from the article on environment maps.

KO 글은 WebGL 관련 시리즈의 일부입니다. 글은 기초로 시작했는요. 글은 environment map에 관 글에서 어집니다.

Галиглах i geul-eun WebGL gwanlyeon silijeuui ilbu-ibnida. cheos geul-eun gicholo sijaghaessneundeyo. i geul-eun environment map-e gwanhan geul-eseo ieojibnida.

EN This article is part of a series of articles about WebGL. The first article starts with the fundamentals. This article continues from the article on environment maps.

KO 글은 WebGL 관련 시리즈의 일부입니다. 글은 기초로 시작했는요. 글은 환경맵에 관 글에서 어집니다.

Галиглах i geul-eun WebGL gwanlyeon silijeuui ilbu-ibnida. cheos geul-eun gicholo sijaghaessneundeyo. i geul-eun hwangyeongmaeb-e gwanhan geul-eseo ieojibnida.

EN This article is part of a series of articles about WebGL. The first article starts with the fundamentals. This article continues from the article on environment maps.

KO 글은 WebGL 관련 시리즈의 일부입니다. 글은 기초로 시작했는요. 글은 환경맵에 관 글에서 어집니다.

Галиглах i geul-eun WebGL gwanlyeon silijeuui ilbu-ibnida. cheos geul-eun gicholo sijaghaessneundeyo. i geul-eun hwangyeongmaeb-e gwanhan geul-eseo ieojibnida.

EN The article on sprites is the article on how to draw text with textures. Replace the text images with sprite images and you have sprites.

KO 텍스처로 텍스트 그리는 방법 sprite에 대한 글입니다. Text image sprite image로 바꾸면 sprite가 됩니다.

Галиглах tegseucheolo tegseuteuleul geulineun bangbeob-i spritee daehan geul-ibnida. Text imageleul sprite imagelo bakkumyeon spritega doebnida.

EN The article on sprites is the article on how to draw text with textures. Replace the text images with sprite images and you have sprites.

KO 텍스처로 텍스트 그리는 방법 스프라트에 대한 글입니다. 텍스트 미지 스프라미지로 바꾸면 스프라트가 됩니다.

Галиглах tegseucheolo tegseuteuleul geulineun bangbeob-i seupeulaiteue daehan geul-ibnida. tegseuteu imijileul seupeulaiteu imijilo bakkumyeon seupeulaiteuga doebnida.

EN The article on sprites is the article on how to draw text with textures. Replace the text images with sprite images and you have sprites.

KO 텍스처로 텍스트 그리는 방법 스프라트에 대한 글입니다. 텍스트 미지 스프라미지로 바꾸면 스프라트가 됩니다.

Галиглах tegseucheolo tegseuteuleul geulineun bangbeob-i seupeulaiteue daehan geul-ibnida. tegseuteu imijileul seupeulaiteu imijilo bakkumyeon seupeulaiteuga doebnida.

EN Similarly a shader that requires textures will not work without textures.

KO 마찬가지로 텍스처필요한텍스처는 작동하지 않습니다.

Галиглах machangajilo tegseucheoga pil-yohan syeideoneun tegseucheo eobs-ineun jagdonghaji anhseubnida.

EN We could try to structure our code so that it runs with no textures and as the textures are loaded the program updates

KO 텍스처 실행되고 텍스처가 로드되면 program트하도록 코드 구조화할 수 있는

Галиглах tegseucheo eobs-i silhaengdoego tegseucheoga lodeudoemyeon program-i eobdeiteuhadolog kodeuleul gujohwahal su issneundeyo

EN It's not just non power of 2 textures that won't render. WebGL requires textures to be "texture complete". "texture complete" means that either

KO 2의 거듭 제곱 아닌 텍스처 이외에도 렌링되지 않는 것 있습니다. WebGL "texture complete"여야 하는요. "texture complete"는 다음을 의미합니다.

Галиглах 2ui geodeub jegob-i anin tegseucheo ioeedo lendeolingdoeji anhneun geos-i issseubnida. WebGLi "texture complete"yeoya haneundeyo. "texture complete"neun da-eum-eul uimihabnida.

EN Renderbuffers are very similar to textures but they support formats and options that textures don't support

KO Renderbuffer는 텍스처와 매우 유사하지만 텍스처가 지원하지 않는 format과 option을 지원합니다

Галиглах Renderbufferneun tegseucheowa maeu yusahajiman tegseucheoga jiwonhaji anhneun formatgwa option-eul jiwonhabnida

EN Note that it says nothing about non-mipmapped textures so if you know your textures aren't mipmapped you're fine.

KO non-mipmapped texture에 대해서는 아무 명령도 내리지 않으므로 mip-mapped texture가 아닌 것을 알고 있다면 괜찮습니다.

Галиглах non-mipmapped texturee daehaeseoneun amu myeonglyeongdo naeliji anh-eumeulo mip-mapped texturega anin geos-eul algo issdamyeon gwaenchanhseubnida.

EN Of course you can also generate the textures at runtime. Since WebGL is in the browser again we can rely on the Canvas 2D API to help generate our textures.

KO 물론 런타임에 텍스처 생성할 있는요. WebGL은 브라우저에서 실행되기 문에 Canvas 2D API 활용하여 텍스처 생성할 있습니다.

Галиглах mullon leontaim-e tegseucheoleul saengseonghal sudo issneundeyo. WebGLeun beulaujeoeseo silhaengdoegi ttaemun-e Canvas 2D APIleul hwal-yonghayeo tegseucheoleul saengseonghal su issseubnida.

Англи Солонгос
api api

EN In WebGL there are textures. Textures are most often 2D arrays of data you can pass to a shader. In the shader you declare a uniform sampler like this

KO WebGL에는 텍스처가 있습니다. 텍스처는 대부분 셰에 전달할 수 있는 데터의 2D 배열인요. 셰에서 렇게 uniform sampler 선언하면

Галиглах WebGLeneun tegseucheoga issseubnida. tegseucheoneun daebubun syeideoe jeondalhal su issneun deiteoui 2D baeyeol-indeyo. syeideoeseo ileohge uniform samplerleul seon-eonhamyeon

EN Let's say you wanted to draw multiple views of the same scene, how could we do this? One way would be to render to textures and then draw those textures to the canvas

KO 같은 장면을 여러 뷰로 그리고 싶다고 가정했을 , 어떻게 있을까요? 가지 방법은 텍스처로 렌한 다음 텍스처 캔버스에 그리는 겁니다

Галиглах gat-eun jangmyeon-eul yeoleo byulo geuligo sipdago gajeonghaess-eul ttae, eotteohge hal su iss-eulkkayo? han gaji bangbeob-eun tegseucheolo lendeolinghan da-eum tegseucheoleul kaenbeoseue geulineun geobnida

EN But, it requires that we allocate textures, render stuff to them, then render those textures on the canvas

KO 하지만 텍스처 할당하고, 텍스처에 물체한 다음, 텍스처 캔버스에 렌링해야 합니다

Галиглах hajiman tegseucheoleul haldanghago, tegseucheoe mulcheleul lendeolinghan da-eum, tegseucheoleul kaenbeoseue lendeolinghaeya habnida

EN “After all the models and textures were imported, I simply created a new shader that I could plug all of my textures into

KO "모든 모델과 텍스처 임포트 후에 모든 텍스처에 적용할 수 있는 새 셰 만들었습니다

Галиглах "modeun modelgwa tegseucheoleul impoteuhan hue modeun tegseucheoe jeog-yonghal su issneun sae syeideoleul mandeul-eossseubnida

EN Similarly a shader that requires textures will not work without textures.

KO 마찬가지로 텍스처필요한텍스처는 작동하지 않습니다.

Галиглах machangajilo tegseucheoga pil-yohan syeideoneun tegseucheo eobs-ineun jagdonghaji anhseubnida.

EN It's not just non power of 2 textures that won't render. WebGL requires textures to be "texture complete". "texture complete" means that either

KO 2의 거듭제곱 아닌 텍스처 이외에도 렌링되지 않는 것 있습니다. WebGL "texture complete"여야 하는요. "texture complete"는 다음을 의미합니다.

Галиглах 2ui geodeubjegob-i anin tegseucheo ioeedo lendeolingdoeji anhneun geos-i issseubnida. WebGLi "texture complete"yeoya haneundeyo. "texture complete"neun da-eum-eul uimihabnida.

EN We could try to structure our code so that it runs with no textures and as the textures are loaded the program updates

KO 텍스처 실행되고 텍스처가 로드되면 프로그램트하도록 코드 구조화할 수 있는

Галиглах tegseucheo eobs-i silhaengdoego tegseucheoga lodeudoemyeon peulogeulaem-i eobdeiteuhadolog kodeuleul gujohwahal su issneundeyo

EN Note that it says nothing about non-mipmapped textures so if you know your textures aren't mipmapped you're fine.

KO 밉 매핑되지 않은 텍스처대해서는 아무 명령도 내리지 않으므로 밉 매핑 텍스처가 아닌 것을 알고 있다면 괜찮습니다.

Галиглах mib maepingdoeji anh-eun tegseucheoe daehaeseoneun amu myeonglyeongdo naeliji anh-eumeulo mib maeping tegseucheoga anin geos-eul algo issdamyeon gwaenchanhseubnida.

EN Renderbuffers are very similar to textures but they support formats and options that textures don't support

KO 버퍼는 텍스처와 매우 유사하지만 텍스처가 지원하지 않는 포맷과 옵션을 지원합니다

Галиглах lendeo beopeoneun tegseucheowa maeu yusahajiman tegseucheoga jiwonhaji anhneun pomaesgwa obsyeon-eul jiwonhabnida

EN Of course you can also generate the textures at runtime. Since WebGL is in the browser again we can rely on the Canvas 2D API to help generate our textures.

KO 물론 런타임에 텍스처 생성할 있는요. WebGL은 브라우저에서 실행되기 문에 Canvas 2D API 활용하여 텍스처 생성할 있습니다.

Галиглах mullon leontaim-e tegseucheoleul saengseonghal sudo issneundeyo. WebGLeun beulaujeoeseo silhaengdoegi ttaemun-e Canvas 2D APIleul hwal-yonghayeo tegseucheoleul saengseonghal su issseubnida.

Англи Солонгос
api api

EN Make different sizes of textures with fonts at different resolutions. You then use the higher resolution textures as the text gets larger. This is called LODing (using different Levels of Detail).

KO 다양한 해상도의 글꼴로 다양한 크기의 텍스처 만듭니다. 그런 다음 텍스트가 커질 높은 해상도의 텍스처를 사용하는요. LODing(다양한 세부 레벨 사용)라고 합니다.

Галиглах dayanghan haesangdoui geulkkollo dayanghan keugiui tegseucheoleul mandeubnida. geuleon da-eum tegseuteuga deo keojilsulog deo nop-eun haesangdoui tegseucheoleul sayonghaneundeyo. ileul LODing(dayanghan sebu lebel sayong)ilago habnida.

EN Let's say you wanted to draw multiple views of the same scene, how could we do this? One way would be to render to textures and then draw those textures to the canvas

KO 같은 장면을 여러 뷰로 그리고 싶다고 가정했을 , 어떻게 있을까요? 가지 방법은 텍스처로 렌한 다음 텍스처 캔버스에 그리는 겁니다

Галиглах gat-eun jangmyeon-eul yeoleo byulo geuligo sipdago gajeonghaess-eul ttae, eotteohge hal su iss-eulkkayo? han gaji bangbeob-eun tegseucheolo lendeolinghan da-eum tegseucheoleul kaenbeoseue geulineun geobnida

EN But, it requires that we allocate textures, render stuff to them, then render those textures on the canvas

KO 하지만 텍스처 할당하고, 텍스처에 물체한 다음, 텍스처 캔버스에 렌링해야 합니다

Галиглах hajiman tegseucheoleul haldanghago, tegseucheoe mulcheleul lendeolinghan da-eum, tegseucheoleul kaenbeoseue lendeolinghaeya habnida

EN In WebGL there are textures. Textures are most often 2D arrays of data you can pass to a shader. In the shader you declare a uniform sampler like this

KO WebGL에는 텍스처가 있습니다. 텍스처는 대부분 셰에 전달할 수 있는 데터의 2D 배열인요. 셰에서 렇게 유니폼 샘플러 선언하면

Галиглах WebGLeneun tegseucheoga issseubnida. tegseucheoneun daebubun syeideoe jeondalhal su issneun deiteoui 2D baeyeol-indeyo. syeideoeseo ileohge yunipom saempeulleoleul seon-eonhamyeon

EN Similarly a shader that requires textures will not work without textures.

KO 마찬가지로 텍스처필요한텍스처는 작동하지 않습니다.

Галиглах machangajilo tegseucheoga pil-yohan syeideoneun tegseucheo eobs-ineun jagdonghaji anhseubnida.

EN It's not just non power of 2 textures that won't render. WebGL requires textures to be "texture complete". "texture complete" means that either

KO 2의 거듭제곱 아닌 텍스처 이외에도 렌링되지 않는 것 있습니다. WebGL "texture complete"여야 하는요. "texture complete"는 다음을 의미합니다.

Галиглах 2ui geodeubjegob-i anin tegseucheo ioeedo lendeolingdoeji anhneun geos-i issseubnida. WebGLi "texture complete"yeoya haneundeyo. "texture complete"neun da-eum-eul uimihabnida.

EN We could try to structure our code so that it runs with no textures and as the textures are loaded the program updates

KO 텍스처 실행되고 텍스처가 로드되면 프로그램트하도록 코드 구조화할 수 있는

Галиглах tegseucheo eobs-i silhaengdoego tegseucheoga lodeudoemyeon peulogeulaem-i eobdeiteuhadolog kodeuleul gujohwahal su issneundeyo

EN Note that it says nothing about non-mipmapped textures so if you know your textures aren't mipmapped you're fine.

KO 밉 매핑되지 않은 텍스처대해서는 아무 명령도 내리지 않으므로 밉 매핑 텍스처가 아닌 것을 알고 있다면 괜찮습니다.

Галиглах mib maepingdoeji anh-eun tegseucheoe daehaeseoneun amu myeonglyeongdo naeliji anh-eumeulo mib maeping tegseucheoga anin geos-eul algo issdamyeon gwaenchanhseubnida.

EN Renderbuffers are very similar to textures but they support formats and options that textures don't support

KO 버퍼는 텍스처와 매우 유사하지만 텍스처가 지원하지 않는 포맷과 옵션을 지원합니다

Галиглах lendeo beopeoneun tegseucheowa maeu yusahajiman tegseucheoga jiwonhaji anhneun pomaesgwa obsyeon-eul jiwonhabnida

EN Of course you can also generate the textures at runtime. Since WebGL is in the browser again we can rely on the Canvas 2D API to help generate our textures.

KO 물론 런타임에 텍스처 생성할 있는요. WebGL은 브라우저에서 실행되기 문에 Canvas 2D API 활용하여 텍스처 생성할 있습니다.

Галиглах mullon leontaim-e tegseucheoleul saengseonghal sudo issneundeyo. WebGLeun beulaujeoeseo silhaengdoegi ttaemun-e Canvas 2D APIleul hwal-yonghayeo tegseucheoleul saengseonghal su issseubnida.

Англи Солонгос
api api

EN Make different sizes of textures with fonts at different resolutions. You then use the higher resolution textures as the text gets larger. This is called LODing (using different Levels of Detail).

KO 다양한 해상도의 글꼴로 다양한 크기의 텍스처 만듭니다. 그런 다음 텍스트가 커질 높은 해상도의 텍스처를 사용하는요. LODing(다양한 세부 레벨 사용)라고 합니다.

Галиглах dayanghan haesangdoui geulkkollo dayanghan keugiui tegseucheoleul mandeubnida. geuleon da-eum tegseuteuga deo keojilsulog deo nop-eun haesangdoui tegseucheoleul sayonghaneundeyo. ileul LODing(dayanghan sebu lebel sayong)ilago habnida.

EN Let's say you wanted to draw multiple views of the same scene, how could we do this? One way would be to render to textures and then draw those textures to the canvas

KO 같은 장면을 여러 뷰로 그리고 싶다고 가정했을 , 어떻게 있을까요? 가지 방법은 텍스처로 렌한 다음 텍스처 캔버스에 그리는 겁니다

Галиглах gat-eun jangmyeon-eul yeoleo byulo geuligo sipdago gajeonghaess-eul ttae, eotteohge hal su iss-eulkkayo? han gaji bangbeob-eun tegseucheolo lendeolinghan da-eum tegseucheoleul kaenbeoseue geulineun geobnida

EN But, it requires that we allocate textures, render stuff to them, then render those textures on the canvas

KO 하지만 텍스처 할당하고, 텍스처에 물체한 다음, 텍스처 캔버스에 렌링해야 합니다

Галиглах hajiman tegseucheoleul haldanghago, tegseucheoe mulcheleul lendeolinghan da-eum, tegseucheoleul kaenbeoseue lendeolinghaeya habnida

EN In WebGL there are textures. Textures are most often 2D arrays of data you can pass to a shader. In the shader you declare a uniform sampler like this

KO WebGL에는 텍스처가 있습니다. 텍스처는 대부분 셰에 전달할 수 있는 데터의 2D 배열인요. 셰에서 렇게 유니폼 샘플러 선언하면

Галиглах WebGLeneun tegseucheoga issseubnida. tegseucheoneun daebubun syeideoe jeondalhal su issneun deiteoui 2D baeyeol-indeyo. syeideoeseo ileohge yunipom saempeulleoleul seon-eonhamyeon

EN Labels live on the default language article and not on translations of the article. If you have translations, you can add labels in multiple languages to the default article.

KO 블은 기본 언어로 된 문서에 존재하며 문서의 번역본에는 존재하지 않습니다. 번역본 있다면 기본 문서여러 언어로 레블을 추가할 있습니다.

Галиглах leibeul-eun gibon eon-eolo doen munseoe jonjaehamyeo munseoui beon-yeogbon-eneun jonjaehaji anhseubnida. beon-yeogbon-i issdamyeon gibon munseoe yeoleo eon-eolo leibeul-eul chugahal su issseubnida.

EN A related article on is the article on reproducing canvas 2D's drawImage function in WebGL and the following article on matrix stacks

KO 관련된 글은 WebGL에서 Canvas 2D의 drawImage 함 재현하는 글과 행렬 스택에 대한 글입니다.

Галиглах gwanlyeondoen geul-eun WebGLeseo Canvas 2Dui drawImage hamsuleul jaehyeonhaneun geulgwa haenglyeol seutaeg-e daehan geul-ibnida.

EN Regardless of article age, you'll always see the 100% newsgroup article completion and unlimited speeds whether the article was posted 30 days or 3,000 days ago.

KO 기사에 관계없, 기사가 30일 또는 3,000일 전에 게시되었는지 여부에 관계없 무제 속도로 뉴스 그룹 기사 완성의 100% 항상 보실 있습니다.

Галиглах gisa yeonsue gwangyeeobs-i, gisaga 30il ttoneun 3,000il jeon-e gesidoeeossneunji yeobue gwangyeeobs-i mujehan sogdolo nyuseu geulub gisa wanseong-ui 100%leul hangsang bosil su issseubnida.

EN This article assumes you've read the article on multiple views If you have not read that article please go read it first.

KO 글은 여러이 다중 뷰에 대한 글을 읽었다고 가정합니다. 해당 글을 읽지 않았다면 그걸 먼저 읽어주세요.

Галиглах i geul-eun yeoleobun-i dajung byue daehan geul-eul ilg-eossdago gajeonghabnida. haedang geul-eul ilgji anh-assdamyeon geugeol meonjeo ilg-eojuseyo.

{Totalresult} орчуулгын 50 -г харуулж байна