I have a project in which i use SpriteBuffered to render many sprites. Each sprite gets a unique texture, which I feed in via a Texture Array.
Everything works well on a machine with Nvidia GPU (GTX1060, GTX1080TI).
On a machine with AMD GPU (RX Vega M GL) only the last texture is rendered to all the sprites - not every sprite gets a unique texture.
Does anyone know why this behaviour occurs?
Is there something I can do, to make it work on the AMD GPU?