Recently updated from a slightly older version to r156 and I'm seeing something I didn't notice before I updated.
I dynamically create a transparent texture from SVG text and draw it using a canvastexture.
var tex = new THREE.CanvasTexture(TEXT_CANVAS);
tex.format = THREE.RGBAFormat;
tex.wrapS = THREE.ClampToEdgeWrapping;
tex.wrapT = THREE.ClampToEdgeWrapping;
mat.map = tex;
The map is a black and white matte texture, the material has its color set to yellow, this is how I get the desired effect.
Do I need to do something additional now to prevent these dark edges, or is this a regression / bug?