You don't have to use a GLSurfaceView. You could create your own OpenGL
context, using a 1x1 pbuffer window surface, to be able to call
glGetShaderPrecisionFormat(). Just make sure you don't do this on the UI
thread to not conflict with Android's UI renderer.


On Sun, Jun 16, 2013 at 11:36 PM, NoraBora <[email protected]> wrote:

> My app is using some graphic filter with GLSurfaceView & OpenGL API
> and I recently found my algorithm depends on shader precision.
>
> Now I want to my app to show the GLSurfaceView only if the device supports
> proper shader precision.
> but It seems is...I can't use glGetShaderPrecisionFormat until
> GLSurfaceView.onSurfaceCreated.
> Adding GLSurfaceView and change visibility to gone, invisible doesn't help.
>
> Is there any way around? or this is just impossible?
>
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-- 
Romain Guy
Android framework engineer
[email protected]

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