[android-developers] Re: glGetShaderPrecisionFormat

2013-01-31 Thread bob
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

[android-developers] Re: glGetShaderPrecisionFormat

2013-01-30 Thread bob
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 p

[android-developers] Re: glGetShaderPrecisionFormat

2013-01-30 Thread RichardC
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.

[android-developers] Re: glGetShaderPrecisionFormat

2013-01-30 Thread bob
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 support

[android-developers] Re: glGetShaderPrecisionFormat

2013-01-30 Thread RichardC
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-po