Also the .cgImage methods automatically supply 32 bpc / kCGBitmapFloatComponents.
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That is really good to know—thanks!
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I guess you haven't seen this, as I forgot to tag it as Metal :-)https://stackoverflow.com/questions/48832869/is-openexr-supported-on-ios-macos …
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Ha, true! I think UIImage’s support derives from ImageIO, but I still think the caveat I mentioned here applies: https://stackoverflow.com/questions/48872043/how-to-load-16-bit-images-into-metal-textures/48894668 … (which I see you’ve now seen). Anyway, thanks for the interesting questions!
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Thanks for the great answers! I guess I'll never figure out why did CGContext.draw() gave crazy Float values, but I actually really prefer your method of not doing any .draw() based conversion at all, but just copying pure data.
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