1. So I found this: VWR-20185: https://jira.secondlife.com/browse/VWR-20185? But it just gives me the info that there is some problem with png's? But not exact. Now on PNG w/o alpha I get some flickering effect; where as the texture stops showing as if becoming an alpha. That when panning angles. If I use a lossy jpg (jpg's are ebil imo), then there is no flickering on/off of that jpg image format texture. If I layer some prims with png's like one ontop another at about 1m distance in this case, the top prim with the png will not show at all - or very hard to find an angle for it to show. That's my observation at least. However, on an older build, where I used PNG's (non-alpha), no problemo. Any new build though, just flickers. Have tried multiple viewers. Oh and have seen this problem with other peoples builds, like transparent/flickering tree ttextures, where you see through holes in the trees to trees behind them etc... though I'm sure those are alpha textures more like in the jira report. 2. getting a halo around png alpha textures on prims. Wasn't happening before. Seems to have just started the past few weeks or so. So like the alpha png flag on my ship, I now get a white boarder around the texture between the masked alpha part and the visible areas (the flag texture). This really shows up pretty intensely at night settings as opposed to day settings. Looked fine before, and still works fine in other real-time rendering engines, but suddenly not here so well. So is there something going on, and is there a work around? I don't usually use TGA, havent tried it here, though the jira is reporting some problems with it as well so guessing I'll get the same effect. Actually I only use png or DDS highly preferable, though I see no option for DDS :( edit: hmm actually didn't know they convert it all to jpeg2000, just found that out. So I guess it's not the png or tga formats that are the problem, but the jpeg2000 conversion they are using? So I guess this is why I'm not having problems in other render engines. hehe why on earth jpeg2000 in a real-time rendering engine?!? Personal opinion, but DDS as it is the only format that stays compressed in VRAM and then some other format for transparencies imo would be better (and common). But anyway, guess it’s something to do with their reformat.