[SOLVED]+libgdx +box2d What can cause Tearing when rotating and moving a sprite?

Im building a game for android.
The current resolution is 800x600

Some sprites when moving on the screen, are tearing…

So i went to my TPacker and did this :

TexturePacker.Settings settings = new TexturePacker.Settings();
        settings.duplicatePadding = false;
        settings.edgePadding = true;
        settings.fast = false;
        settings.filterMag = Texture.TextureFilter.Nearest;
        settings.filterMin = Texture.TextureFilter.Nearest;

Then i went to my Box2D Body and did this :

 sprite.getTexture().setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);

It helped a bit. But it still happens.

I also did this :

 LwjglApplicationConfiguration config = new LwjglApplicationConfiguration();
        config.width = 800;
        config.height = 600;
        config.allowSoftwareMode = true;
        config.vSyncEnabled = true;
        config.fullscreen = true;

And it seems to be more noticable on big Sprites.

So my questions are :

A) Are my settings properly good? Mipmaps cause the sprites to not render… might be because im mixing with box2d

B)If i increase the “width” float variable in this piece of code, it gets mmore noticeable, therefore, could it be a problem with the png itself? Do i need to somehow increase the quality of the image?

  //Box2DSprite from dermetfan lib
        sprite.getTexture().setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);

        BodyEditorLoader loader = new BodyEditorLoader(Gdx.files.internal("giantAsteroids/" + asteroidFile));

        // 1. Create a BodyDef, as usual.
        BodyDef bd = new BodyDef();
        bd.position.set(x, y);

        bd.type = BodyType.DynamicBody;

        // 2. Create a FixtureDef, as usual.
        FixtureDef fd = new FixtureDef();
        fd.density = 30f;
        fd.friction = 2f;
        fd.restitution = 0.15f;
        fd.filter.categoryBits = CollisionLogic.getCATEGORY_GAME_OBJECTS();
        fd.filter.maskBits = CollisionLogic.getMASK_GAME_OBJECTS();

        // 3. Create a Body, as usual.
        body = world.createBody(bd);

        float width = 10;

        // 4. Create the body fixture automatically by using the loader.
        loader.attachFixture(body, "asteroid.png", fd, width);

        body.setUserData(this);
        return body;
    }

C) What else can i look for?

And thanks!

Happy new year!