So I’ve developed a small tool to pull position values out of pixel data by reading off of media textures. So far I’ve had no trouble doing this, but I’m looking for some clarification about the color depth.
When I use an image sequence as the media source in the media player, in this case lets take a 16 bit per channel PNG RGBA, it seems like the media player only deals with the image as an 8 bit per channel pixel.
This happens regardless of which API I use from RenderTarget, since media texture inherits directly from UTexture and provides the FMediaTextureResource to interact with internals
FMediaTextureResource::ReadPixels //8 bit
FMediaTextureResource::ReadFloat16Pixels //16
FMediaTextureResource::ReadLinearColorPixels //32
This API returns the right types of colors I want to use, but I believe the UMediaTexture itself is either storing 8 bit color data or is being written to by the media player with 8 bit color data.
Is there a project setting or asset option to change the texture color depth to allow for 16 bit colors when working with media players and media textures?