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Remove the hard floor against m_defaultPerspectiveNearPlaneDistance (0.05) when computing the perspective near plane from the closest bounding-box corner. For very small models the closest corner can sit within that distance, and clamping pushed the near plane past the model so it was clipped entirely; parallel projection was unaffected because its near plane scales directly with the bbox. The zero/negative guard at the end of the block is the actual safety net, and the maxFarNearRatio constraint still protects depth-buffer precision when geometry spans both very close and very distant corners.