Oh, ok.  Thanks.

It works if I do this:

GLES20.glGetShaderPrecisionFormat(GLES20.GL_FRAGMENT_SHADER, 
GLES20.GL_MEDIUM_FLOAT, range, 0, precision, 0);

range = [33, 33]
precision = [13]



On Wednesday, January 30, 2013 2:27:26 PM UTC-6, RichardC wrote:
>
> 0 means precision format is not supported
>
> *"If a high precision floating-point format is not supported for fragment 
> shaders, calling glGetShaderPrecisionFormat with arguments
> GL_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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