Description of the problem
As of r76
, THREE.DepthMaterial
encodes the depth in NDC rather than a random hard-coded range. The DOF effect examples were apparently not updated and still assume it to work the old way.
Checking showFocus
on the GUI of webgl_camera_cinematic
exposes the problem most clearly. The expected behavior is that moving the mouse over an object highlights all objects at a similar depth and also sets the focus to that depth. Instead, weird things happen.
Three.js version
- Dev
- r76
- no others
Browser
- All of them
OS
- All of them
My fault. I’ll have a look soon. It should be a simple function to add to do the decoding properly.