My best guess concerning this is that the 33 bits are for the mantissa. Then, the 13 bits are for the exponent. So that gives 46 bits. Then, there's a sign bit for the mantissa and a sign bit for the exponent, thus yielding 2 extra bits for a total of 48 bits. So, I guess it is a 48 bit value. Just a guess though.
On Wednesday, January 30, 2013 4:03:11 PM UTC-6, bob wrote: > > 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. >>>>> >>>>> -- -- 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.

