It’s kind of “by design”, @deltakosh or someone from the core will have to tell if it should stay as is or not, the question being: should the RTT textures used by mesh materials be updated when the active mesh list is frozen or not? For the time being, the answer is “no”. It’s debatable I think, as it’s not the meshes that are frozen (in which case freezing the RTT seems sensible) but the active mesh list (so the meshes themselves are still active)…
When the active mesh list is frozen,
scene._evaluateActiveMeshes() is not run. However, it’s in the course of this function, namely in
_evaluateSubMesh() that the RTTs used by materials are collected and put in the list of RTT to be rendered.
You can put those RTT to the list “by hand”, as in:
But it’s a kind of hack as I access the
scene._renderTarget array, which is a private property.
A less hacky way is to put the RTT from the mirrors to the