Wednesday, January 30, 2013

[android-developers] Re: glGetShaderPrecisionFormat

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 argumentsGL_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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