0 means precision format is not supported *"If a high precision floating-point format is not supported for fragment shaders, calling glGetShaderPrecisionFormat with argumentsGL_FRAGMENT_SHADER and GL_HIGH_FLOAT will return 0 for both range and precision. Support for a high precision floating-point format is mandatory for vertex shaders." * From: http://www.khronos.org/opengles/sdk/docs/man/xhtml/glGetShaderPrecisionFormat.xml
On Wednesday, January 30, 2013 8:22:30 PM UTC, bob wrote: > > I tried to call the function glGetShaderPrecisionFormat like so: > > *int range[] = new int[2];* > *int precision[] = new int[1];* > * * > *GLES20.glGetShaderPrecisionFormat(GLES20.GL_FRAGMENT_SHADER, > GLES20.GL_HIGH_FLOAT, range, 0, precision, 0);* > > However, it seems to just stick zeros into range and precision. Or it > just never filled them in. > > Anyone know about this? > > Thanks. > > -- -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en --- You received this message because you are subscribed to the Google Groups "Android Developers" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. For more options, visit https://groups.google.com/groups/opt_out.

