I have a z-sorting issue related to setting ownCanvas=true on a group of objects that I haven't found an answer for (despite there being a number of topics on the issue).
I have a scene with multiple cubes that are set at different x and y coordinates but all at the same z coordinate - 0. When a cube is clicked it moves forward in the scene (towards the camera) and thus "covers" the other cubes. In order to apply filters (specifically a drop shadow filter) to each cube, the ownCanvas property is set to true. However, when ownCanvas is set to true the cubes no longer render correctly - cubes that are further back (at z=0) will appear in front of the cube that is closer to the camera. Here are a few screens showing the issue: <a href="http://www.sic-culture.com/z-sort/z-sort_1.jpg">Cubes before sorting</a> <a href="http://www.sic-culture.com/z-sort/z-sort_2.jpg">Lower left cube moved towards camera</a> <a href="http://www.sic-culture.com/z-sort/z-sort_2.jpg">Another cube moved towards camera</a> I've tried alternating between Renderer.BASIC and Renderer.CORRECT_Z_ORDER. I've tried pushfront (even though the issue is not intra-object specific). I've tried putting all the cubes into an ObjectContainer3D that also has ownCanvas set to true. Seems like a relatively simple problem. Any suggestions?
