Log Depth Buffer Makes overlapping meshes' edge disappear

Hi! I observed a bug in which the overlapping area of meshes do not have edges on them when using logarithmic depth buffer. This does not happen in the default depth buffer. I have produced the issue here (set line 42 to true/false):

Am I missing something here?
Also, is there a more optimized/cleaner way to set log depth buffer for all materials in the scene (perhaps something like engine.useReverseDepthBuffer = true)?

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cc @Evgeni_Popov

Welcome aboard!

You will have to enable logarithmic depth on the shader used by the edge renderer. However, the ShaderMaterial class does not support logarithmic depth yet. This PR will fix it:

Once it is merged, this PG will work:

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Thank you!