jpdev Posted February 11, 2017 Share Posted February 11, 2017 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. Quote Link to comment Share on other sites More sharing options...
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