Limited mirror... clipping?

Hi all

This effect appears most time when the scene is too large. The sky is limited @.@! Can someone fix this for me?



I use this script from http://www.tutorialsforblender3d.com/Game_Engine/VideoTexture/VideoTexture_Mirror_1.html

#######################################################
#    Mirror.py        Blender 2.5
#
#    Tutorial for using Mirror.py can be found at
#
#    www.tutorialsforblender3d.com
#
#    Released under the Creative Commons Attribution 3.0 Unported License.    
#
#    If you use this code, please include this information header.
#
######################################################


# import bge module
import bge


# get the current controller
controller = bge.logic.getCurrentController()


# get object script is attached to
obj = controller.owner


# check to see variable Mirror has been created
if "Mirror" in obj:
                
    # update the mirror
    obj["Mirror"].refresh(True)


# if variable Mirror hasn't been created
else:


    # get current scene
    scene = bge.logic.getCurrentScene()


    # get the mirror material ID
    matID = bge.texture.materialID(obj, "MA" + obj['material'])


    # get the active camera
    cam = scene.active_camera 
            
    # texture channel
    if 'channel' in obj:
        
        # set texture channel
        texChannel = obj['channel']
    
    else:
        
        # use texture channel 1
        texChannel = 0


    # get the mirrortexture
    mirror = bge.texture.Texture(obj, matID, texChannel)
    
    # get the mirror source
    mirror.source = bge.texture.ImageMirror(scene, cam, obj, matID)


    # save mirror as an object variable
    obj["Mirror"] = mirror
    

Open the render to texture camera’s Properties -> Camera tab and increase clipping distance!

can you please give a screenshot to show where is it? i dont know what you are meaning

alright it works now, thanks, since the camera which is transfering the mirror images is not the main camera of the game . i forgot to set the clipping for it.