Android BloomFilter weirdness

For some reason, no matter if the GlowMode is set to scene or objects, the BloomFilter is applying bloom to objects that aren’t actually in view. This is with bloom enabled:

As I’m a new user I can’t link a second image, but with the bloom filter disabled the spheres render as they should in the order they should.

In the first image, the dots in the bottom right of the front sphere are other spheres way far behind it. I’ve tried changing the render buckets around and turning glow color on / off for various things but for whatever reason as soon as bloom is applied to the big sphere, the ones behind it get it too.
Here is the code creating the geometries:

//spectralType.color here is just a normal RGBA enum value.
    for (SpectralType spectralType : spectralTypes) {
        Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Light/Lighting.j3md");
        mat.setColor("Ambient", spectralType.color);
        mat.setColor("Diffuse", spectralType.color);
        mat.setColor("Specular", spectralType.color);
        mat.setBoolean("UseMaterialColors", true);
        mat.setColor("GlowColor", spectralType.color);

        for (Sphere sphere : spheres) {
            Geometry geom = new Geometry("Sphere", sphere);

            switch (java.util.Arrays.asList(spheres).indexOf(sphere)) {
                case 0:
                    spectralTypeGeometriesLod1.put(spectralType, geom);
                case 1:
                    spectralTypeGeometriesLod2.put(spectralType, geom);
                case 2:
                    spectralTypeGeometriesLod3.put(spectralType, geom);
    app.getUniverseHandler().getLodManager().registerLods(Star.class, spectralTypeGeometriesLod1, spectralTypeGeometriesLod2, spectralTypeGeometriesLod3);

And here is where I’m setting the bloom filter:

public void initialize(AppStateManager stateManager, Application app) {
    enabled = true; = (IncreaseEntropy) app;
    this.rootNode =;

    this.camPos = app.getCamera().getLocation();
    this.oldPos = new Vector3f();

    constellations = Constellation.values();
    greekLetters = GreekLetter.values();
    spectralTypes = SpectralType.values();

    lodManager = new LODManager();
    starModelBuilder = new StarModelBuilder();
    universe = new Universe();

    filterPostProcessor = new FilterPostProcessor(app.getAssetManager());
    bloomFilter = new BloomFilter(BloomFilter.GlowMode.Scene);

Any help would be greatly appreciated.