OpenCV is not relevant in this case, that was just background that I probably 
didn't need to include.

I'm generating an image buffer, saving it as PNG through UIImage, then 
generating it again, and comparing it to the UIImage bytes I get by opening the 
previously-saved image. I'm not specifying anything other than device RGB color 
space when I create the CGBitmapContext I use to generate the image buffer.

> On Nov 16, 2017, at 19:27 , Alex Zavatone <z...@mac.com> wrote:
> 
> Before looking into OCV, my wild guess is that it may have to do with the 
> colorspace of the image.  What are you setting it to? Profile Name: sRGB 
> IEC61966-2.1?
> 
> 
>> On Nov 16, 2017, at 8:31 PM, Rick Mann <rm...@latencyzero.com> wrote:
>> 
>> I'm trying to write a unit test for some code I wrote that generates one 
>> image from another. In the main app, the source data comes from Open CV as a 
>> buffer of 3 byte-per-pixel elements. My code generates a CGImage. In the 
>> unit test, I load a saved version of one of those images from a PNG file to 
>> UIImage, get at the buffer, pass it to my code, and then compare the result 
>> to a saved version of that same output.
>> 
>> The saved version is a PNG. I load that, and then get the data buffer using
>> 
>>   let fiData = fi.dataProvider?.data as Data?
>> 
>> I do a similar thing with the generated CGImage. Then I compare the two 
>> buffers, byte by byte. They are similar, but contain differences (sometimes 
>> more than I would expect). But if I save both as PNG and look at them in 
>> Preview they look identical.
>> 
>> My guess is something's happening somewhere with color correction. In my 
>> code, I make a CG(bitmap)Context, specifying device RGB color space (should 
>> that be generic?). I don't really know what happens to the PNGs I save and 
>> load.
>> 
>> Is there a way to ensure the bytes in the buffer are compressed and 
>> decompressed exactly as written?
>> 
>> -- 
>> Rick Mann
>> rm...@latencyzero.com
>> 
>> 
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-- 
Rick Mann
rm...@latencyzero.com


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