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Setting renderingGroupId on Spritemanager breaks highlightlayer (PG reproduction provided) Versions 2.5 & 2.6 affected

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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:

desired.png

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:

bug.png

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.


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