I noticed a weird effect with repeating textures on objects. Sometimes, seemingly out of nowhere one or more textures would stop repeating and were simply clamped to the edge.
I traced this down to LLImageGL::setClamp being out of sync with the currently bound texture.
There are several places in the code that treat setClamp as if it was a kind of property-function while internally it assumes that a) either the texture was not created yet (mTexName is 0), so it won't try to set it up or b) that the texture is created AND bound. But the last assumption is not always valid.
Since most of the time textures are loaded "repeating" you will only notice a "miss" if e.g. the Notify-Box pops up (when another avatar logs on ) and a repeating texture is bound at the same time. In this case chances are high, an "Edge"-texture clamp is set up which might influence some random texture.
It's not a severe issue but can be a bit distracting at times.
I was thinking about providing a patch but this is probably better addressed by one of the graphics guys since it requires a design decision about what to do with the setClamp-method.