Maya's realtime display of textures with transparency seems to be broken (or the way I'm doing it is wrong). Below is an example. If I map a 32bit tga onto a box and sphere in max, and set transparency to the alpha chanel I get nice transparent objects, with the texture on the outside, as I would expect. In maya, if I apply the same texture, and put the texture's alpha channel into the transparency I get a black/flickery mess. The sorting on the polygons gets messed up, the texture is drawn on the backfaces and the texture flickers when I rotate the view. In max this works fine with direct 3D or openGL - surely this can't be a bug in maya can it? Any maya users out there care to enlighten me?