logarithmicDepthBuffer + sprite bug

HTML

<script src="https://rawgit.com/mrdoob/three.js/dev/build/three.js"></script>
<script src="https://rawgit.com/mrdoob/three.js/dev/examples/js/controls/OrbitControls.js"></script>

CSS

body {
    overflow: hidden;
}

JavaScript

var camera, renderer, controls;
var floor, box;
var scene, sprites = [];
var i;

init();
render();

function init() {

    camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 10000);
    camera.position.set(150, 450, 450);

    scene = new THREE.Scene();

    box = new THREE.Mesh(new THREE.BoxGeometry(100, 100, 100), new THREE.MeshBasicMaterial({
        color: 0xff0000
    }));
    box.translateY(50.001);
    
    for (i = 0; i < 4; ++i) {
        sprites[i] = new THREE.Sprite(new THREE.SpriteMaterial({
            color: 0xffffff * Math.random()
        }));
        sprites[i].scale.set(50, 50, 1);
        sprites[i].translateY(50);
        scene.add(sprites[i]);
    }

    sprites[0].translateX(75);
    sprites[1].translateX(-75);
    sprites[2].translateZ(75);
    sprites[3].translateZ(-75);

    scene.add(box);

    renderer = new THREE.WebGLRenderer({
        antialias: true,
        logarithmicDepthBuffer: false
    });
    renderer.setSize(window.innerWidth, window.innerHeight);
    renderer.setClearColor(0x5f5f5f);

    controls = new THREE.OrbitControls(camera, renderer.domElement);

    document.body.appendChild(renderer.domElement);
}

function render() {

    requestAnimationFrame(render);

    renderer.render(scene, camera);
}