So I’m porting my stuff to Android and have run into a problem. At TextureCollection.OpenGL in PlatformSetTextures it returns InvalidEnum at GL.ActiveTexture. This happens when setting the texture at index 16 out of 32. Is it possible that MaxTextureSlots is being set to an improper value? Also this only fails on Debug, it works fine on Release. I was going to file a bug for it but wanted to make sure nobody else knew how to solve it first.