Does anyone know why editableImage:WritePixelsBuffer(position, size, someBuffer) will not accept a size where x*y is less than buffer.len(someBuffer) even though I would then be able to reuse the same buffer for smaller writes and not have to cache and potentially continue to dynamically allocate for and write potentially enormous amounts of data every single time? Am I missing some consideration for optimization from Roblox for this that isn't obvious? I am simply trying to figure out what the best method for handling editable images for this purpose.
What I thought would be better was to allow for a smaller size than buffer.len(someBuffer) such that the buffer could be reused after buffer.fill(someBuffer, 0, buffer.len(someBuffer)) and still only need to work with anything smaller than the buffer's size without having to do many dynamic memory calls (malloc/realloc or whatever they use under the hood, maybe it's new/delete idk.) However, the current way of doing this seems to be best for just snapshots rather than something that may change over time, such as an animated editable image.
Moreover, the CPU is in charge, not the GPU, of meddling in these particular draw calls, if I'm not mistaken. Should I utilize parallelization?