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. >> >> -- -- 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.

