From: Geuis Dassin
This isn't a "bug", its related to how 3D images are being shown in SL.
You have 2 prims occupying the same space, or overlapping in parts. The problem has something to do with occlusion. What you need to do is make one of the prims slightly off of the other one.
For example, if you have 2 floor prims overlapping, make one .001 higher than the other.
Geuis, if I'm reading the OP right, you're talking about a completely different definition of "flicker" than he/she is. You're correct, of course, that when two surfaces occupy the same space, SL (like all 3D apps) will toggle display between them, pixel by pixel, from frame to frame. That doesn't seem to be what Dagz is talking about though.
From: dagz Barnave
A lot of the times when I cam on a wall my the build of my floor or pieces of my wall starts flickering and I start seeing my land under it. Is there anyway that I can stop this? The thickness of my walls and floor are 0.153. I tried making them thicker but that didn't seem to help. Also this is really annoying..
Dagz, there are two possibilities for what you're describing. The first is a bug that popped up a few months ago, whereby prims just up and disappear for no good reason as you move the camera around. It's very annoying. The problem seems to be amplified when planar texture mapping is used, but from what I've experienced, planar mapping is not a requirement to make it happen.
The other possibility would pull your problem back into the non-bug category, or more properly, the non-SL-bug category. Since you mentioned focusing your camera on a particular wall causes the problem, I'd say it's likely that what you're describing is the alpha sorting glitch. The glitch is an issue in almost all OpenGL applications, including every single video game on the market, and most 3D modeling apps, even high end, very expensive professional grade programs. See the transparency guide on the texturing forum for more information on exactly what the alpha sorting glitch is, since I don't feel like going into detail for the millionth time here.
For now, I'll just say that if you're using 32-bit textures where you only really need 24's get rid of the 32's and replace them with 24's. Never ever use 32-bit textures unless you absolutely need part or all of a surface to be transparent, and don't overlap 32-bit textured surfaces in close proximity.
From: Tyci Kenzo
i have this problem also and it has nothing to do with prims overlapping....i built the house i know they are not overlapping
ill be standing there fine and a area rug wil flicker in and out or a piece of floor flickers in and out and i can see the level below me
its very annoying wish it would get fixed
Tyci, if I had to guess, I'd say your rug problem is an alpha sorting issue. By your description it sounds like you've got 32-bit textures on your rug and on your floor. For the rug, you might not have any choice. If it's got fringe or lace or anything else that requires parts of it to be transparent, then it has to be 32-bit. Floors, however, almost never should be 32-bit. Try retexturing your floor temporarily with an image you know for a fact is 24-bit (like the default plywood), and see if the problem goes away. If it does, then you know your original floor texture is the culprit. Replace it with a similar looking 24-bit texture, and you'll be good to go.