message: Temporarily work around blending of pick buffers...
diff: @@ -583,6 +583,7 @@ abstract class Compositor extends SceneCompositor {
  protected _readPickDataFromPingPong: boolean = true;
  protected _opaqueRenderState = new RenderState();
  protected _layerRenderState = new RenderState();
  + protected _pickLayerRenderState = new RenderState();
  protected _translucentRenderState = new RenderState();
  protected _noDepthMaskRenderState = new RenderState();
  protected _debugStencil: number = 0; // 0 to draw stencil volumes normally, 1 to draw as opaque, 2 to draw blended
  @@ -663,6 +664,7 @@ abstract class Compositor extends SceneCompositor {
  this._noDepthMaskRenderState.flags.depthMask = false;
  + // ###TODO: Need to blend color - can't blend depth and pick IDs...
  this._layerRenderState.flags.blend = true;
  this._layerRenderState.blend.setBlendFunc(GL.BlendFactor.One, GL.BlendFactor.OneMinusSrcAlpha);
  }
  @@ -1469,7 +1471,8 @@ abstract class Compositor extends SceneCompositor {
  protected getRenderState(pass: RenderPass): RenderState {
  switch (pass) {
  case RenderPass.Layers:
  - return this._layerRenderState;
  + // ###TODO: This is a temp workaround for blending of pick buffers...
  + return this.target.isReadPixelsInProgress ? this._pickLayerRenderState : this._layerRenderState;
  case RenderPass.OpaqueLinear:
  case RenderPass.OpaquePlanar:
  case RenderPass.OpaqueGeneral:
  