Hi,
Setting a renderingGroupId on a spritemanager breaks the highlightlayer feature for the whole scene.
I have this bug in 2.5, but it is reproducible in the current playground:
spritemanager without renderingGroupId, everything is fine (see picture 1):
http://www.babylonjs-playground.com/#E3D3Y#6
Result as expected:
setting a renderingGroupId on the sprite manager, all highlights break and are now filling out the highlighted objects:
http://www.babylonjs-playground.com/#E3D3Y#5
The only change is line 114 is now commented in, the result is the unexpected and undesired filling of all highlighted objects:
Note: This is not about the interaction of sprites with the highlight layer (the whole sprite in front of a highlighted object gets colored) this is only about highlights breaking that are no where near the sprites when the spritemanager has a renderingGroupId.
Any workaround would be great. For my game I need some effect sprites to render above all 3d objects and I also use the highlight layer - this is not possible right now.