LightOcclusionMode( light,true/false )

Blitz3D Forums/Blitz3D Programming/LightOcclusionMode( light,true/false )

JoshK(Posted 2004) [#1]
This command would simply run a visibility check between a light and an entity before using the DX light on it in the rendering pipeline. The visiblity check would follow the rules of the entity pick mode occlusion flag. It is not possible to hide and show lights and render in multiple passes, because the RenderWorld() command involves significant overhead. 15 plain boxes rendered separately slows to 30 FPS.