Am 14.03.2016 um 17:35 schrieb Chris Hanson:
Can't you try some other GLES applications(plain OpenGL-ES without
OSG) and check their shader code? I believe there is a problem
with your system/driver, as there is no need to explicitly issuing
the precision in normal cases.
I thought some drivers were more strict about this?
I remember having some embedded GLES drivers having fits until we
added precision qualifiers, and maybe some desktop ones did at some
point too.
That would be strange but not impossible in the world of OpenGL-Drivers ;-)
I read the OpenGL ES shading language as "you don't need to put
precision qualifiers unless" (Any floating point ... can have the type
preceeded 4.7.3 "Precision Qualifiers") followed by the 4.7.4 which
seems to explain it.
There are deafult precisions for float in the vertex shader, but not in
the fragment shader
"The fragment language has no default precision qualifier for floating
point types. Hence for float, floating
point vector and matrix variable declarations, either the declaration
must include a precision qualifier or
the default float precision must have been previously declared.
Similarly, there is no default precision
qualifier for any of the image types, or any of the following sampler
types in any of the languages:"
So basically I always had the luck to have sloppy drivers :-) and one
must indeed add the precision qualifiers or define the default precision.
Cheers
Sebastian.
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
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