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)?
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: