I want to develop a simple 2D side scrolling game using libGDX.
My world contains many different 64x64 pixel blocks that are drawn by a SpriteBatch using a camera to fit the screen. My 640x640px resource file contains all these images. The block textures are positioned at (0, 0), (0, 64), (64, 0), ... and so on in my resource file. When my app launches, I load the texture and create many different TextureRegions:
    texture = new Texture(Gdx.files.internal("texture.png"));
    block = new TextureRegion(texture, 0, 0, 64, 64);
    block.flip(false, true);
    // continue with the other blocks
Now, when I render my world, everything seems fine. But some blocks (about 10% of my blocks) are drawn as if the TextureRegion's rectangle was positioned wrong - it draws the bottommost pixel row of the above (in the resource texture) block's texture as its topmost pixel row. Most of the blocks are rendered correctly and I checked that I entered the correct position multiple times.
The odd thing is, that when I launch the game on my computer - instead of my android device - the textures are drawn correctly!
When searching for solutions, many people refer to the filter, but neither of both Linear and Nearest works for me. :(
Hopefully, I was able to explain the problem in an accessible way and you have any ideas how to fix that (= how to draw only the texture region that I want to draw)!
Best regards
EDIT: The bug does only appear at certain positions. When I draw two blocks with the same texture at different positions, one of them is drawn correctly and the other is not.. I don't get it....