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Updated HDR I O Functions (markdown)
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The [Radiance RGBE](https://en.wikipedia.org/wiki/RGBE_image_format) (``.HDR``) format is commonly used as a texture source file format in game development for high-dynamic range images, but this format is not supported by any built-in WIC codec. These functions implement a simple reader and writer for this format.
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#GetMetadataFromHDRMemory, GetMetadataFromHDRFile
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# GetMetadataFromHDRMemory, GetMetadataFromHDRFile
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Returns the _TexMetadata_ from a ``.HDR`` file.
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HRESULT GetMetadataFromHDRMemory( const void* pSource, size_t size,
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@ -9,7 +9,7 @@ Returns the _TexMetadata_ from a ``.HDR`` file.
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HRESULT GetMetadataFromHDRFile( const wchar_t* szFile,
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TexMetadata& metadata );
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#LoadFromHDRMemory, LoadFromHDRFile
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# LoadFromHDRMemory, LoadFromHDRFile
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Loads a ``.HDR`` file.
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HRESULT LoadFromHDRMemory( const void* pSource, size_t size,
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@ -21,7 +21,7 @@ Loads a ``.HDR`` file.
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* The data is always loaded as ``R32G32B32A32_FLOAT`` with the alpha channel always set to 1.
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* If the file contains a ``32-bit_rle_xyze`` header, no color space conversions are performed and the data is read "as is".
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#SaveToHDRMemory, SaveToHDRFile
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# SaveToHDRMemory, SaveToHDRFile
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Saves an image to a ``.HDR`` file.
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HRESULT SaveToHDRMemory( const Image& image, Blob& blob );
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