Okay.  In all honesty, I'm not 100% sure what the 33 and 13 actually mean.

Especially the latter one, the precision.  The docs say:

precision
Specifies a pointer to the location in which the log2 of the precision of 
the format is returned.


So, if that number is the log2 of the precision, the precision must be 
2^13, which is 8192.

So, yeah, I don't really know what that number represents.





On Wednesday, January 30, 2013 2:38:21 PM UTC-6, RichardC wrote:
>
> Those number look correct.  High Precision support is NOT required to be 
> implemented in the fragment shader and if your implementation does not 
> support high precision you will get 0s from the glGetShaderPrecisionFormat 
> query.
>
> On Wednesday, January 30, 2013 8:32:43 PM UTC, bob wrote:
>>
>> 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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