I am not sure if this is a bug. It might be just an inconsistency.
I noticed that revision
4.2.0 introduced Mesh.visibility specified as a <0, 1> range.
- set visibility(value: number): any
Gets or sets mesh visibility between 0 and 1 (default is 1)
I tried do make use of this to perform smooth fading away of an object, and then I realised that the glow surrounding it does not change its brightness. Even if the visibility of object is set to a very small value like
0.00000001, the glowLayer does not take it into account and gives full glow.
(line #94 sets visibility)
As I said I am not sure if this is a bug. One could argue that glowLayer is an independent layer and should be modified somehow separately. But then, if I set visibility to
0, glowLayer does take it into account and switches the glowing for the given object off. So sometimes the visibility is taken into account and sometimes not. It somehow does not feel right.