It's never good to have 340 copies of the same texture when you can have all 340 sprites use 1 texture.
Besides, all you have to do is change your render method to:
for(auto i = 0; i < TOTAL_PLATFORM; ++i)
{
window.draw(platformArray_test[i], &platformManager.getPlatform());
}
without the i in getPlatform. Just have getPlatform() return the one texture that you're using for every platform.
Also, consider renaming the method to "getPlatformTexture()" for clarity.