That's a clever trick. I'll try that. Thank you.
2013. 6. 17. 오후 4:01에 "Romain Guy" <[email protected]>님이 작성:

> 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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>
>
>
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> Romain Guy
> Android framework engineer
> [email protected]
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