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.
>
>

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