Differences in clipping behavior in real-time render verses scene snapshot

@Evgeni_Popov

Thank you for your advice. I tried the suggestion but this actually didn’t have any effect on my renders. I also tried playing with the minZ and maxZ values of the camera but those only fixed the problem for one or two meshes and particle systems.

I did find a workaround though at the following link where a similar problem was observed with the canvas rendering:

Setting all meshes in my scene so their alwaysSelectAsActiveMesh property was set to true fixed the problem with the snapshots. This corrected the problems with both the meshes and particle systems.

I’m curious why this worked as the problem only existed with the image snapshots, not the renders to the canvas. I assume the clipping plane behavior is somehow different between the canvas render vs. the snapshot to a render target.