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<div class="moz-cite-prefix">Am 14.03.2016 um 17:35 schrieb Chris
Hanson:<br>
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<div bgcolor="#FFFFFF" text="#000000">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. <br>
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<div> I thought some drivers were more strict about this?</div>
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<div> I remember having some embedded GLES drivers having
fits until we added precision qualifiers, and maybe some
desktop ones did at some point too.</div>
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That would be strange but not impossible in the world of
OpenGL-Drivers ;-)<br>
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.<br>
There are deafult precisions for float in the vertex shader, but not
in the fragment shader <br>
<br>
"The fragment language has no default precision qualifier for
floating point types. Hence for float, floating<br>
point vector and matrix variable declarations, either the
declaration must include a precision qualifier or <br>
the default float precision must have been previously declared.
Similarly, there is no default precision <br>
qualifier for any of the image types, or any of the following
sampler types in any of the languages:"<br>
<br>
So basically I always had the luck to have sloppy drivers :-) and
one must indeed add the precision qualifiers or define the default
precision. <br>
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Cheers<br>
Sebastian.<br>
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<div style="text-align:center">Chris 'Xenon' Hanson,
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