{
Texture texture = Texture::New(type, format, width, height);
- int bufferSize = width * height * 2;
+ int bufferSize = width * height * GetBytesPerPixel(format);
uint8_t* buffer = reinterpret_cast<uint8_t*>(malloc(bufferSize));
PixelData pixelData = PixelData::New(buffer, bufferSize, width, height, format, PixelData::FREE);
texture.Upload(pixelData, 0u, 0u, 0u, 0u, width, height);