You are applying the texture to a sprite. Because sprites display only a portion of a texture it might be that the orange portion is out of bounds of the sprite.
Try a quad model with a simple shader instead.
i used a 1x1 sample texture and scale it to the size of buffer didn’t know that it’s not going to work after that i manually resize the image to buffer size it shows the result but it’s not a good solution for me i want to be able to dynamically select my buffer size and project the created buffer on a go
If you’re drawing to an atlas, keep in mind that it will resize itself to the (larger) nearest power of two in both width and height. When you assign this to a sprite, the texture you drew to the atlas is not placed at (0, 0) on the atlas, but at (0, height). This would cause problems if your sprite and your atlas are not the exact same size, since your texture is offset by (height - texture size).