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.
>>>>>
>>>>>

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