I have been experimenting with converting the custom attribute BufferGeometry example (https://threejs.org/examples/webgl_buffergeometry_custom_attributes_particles.html) into a fly through animation and I find that the sprites have dark backgrounds (and those that I create myself as well) if depthTest is set to true. See the image.
The sprite in the custom attribute example has a transparent background but this appears to be ignored when it is rendered if depthTest is set to true.
I have tried numerous custom blending rules but cannot find a way to remove the background, only to reduce the effect a bit. The background disappears if depthTest is set to false.
Is this a known limitation? Is there a work around?
I am modifying this question to add clearer images with a different ball sprite (also with a transparent background). This image has depthTest set to true for the custom ShaderMaterial used in the https://threejs.org/examples/webgl_buffergeometry_custom_attributes_particles.html three.js example.
By comparison, this uses multiple PointsMaterials from a different three.js example (https://threejs.org/examples/webgl_points_sprites.html), also with depthTest set to true and using the PointsMaterial map parameter for the sprite.
As you can see, the second PointsMaterial example works as expected. Because PointsMaterial only accepts one fixed size and color, I need to create 36 different point geometries to render this image.
I would prefer to use the custom shader in the first example (which has custom size and color attributes and requires only one geometry). Is there a way to define a custom shader to support depthTest like the PointsMaterial does?





