method
Light.clear_occluders
Light.clear_occluders()
Forgets every rectangle previously passed to Light.occlude. Occluders accumulate across calls and persist between frames, so a game that casts shadows calls this once at the top of its render phase and then re-registers the walls that should block light this frame — the same clear-then-rebuild rhythm as an immediate-mode draw list. With no occluders registered, Light.point lights its whole radius unobstructed.
Example
program Demo {
property Tag { v: int = 0 }
model Marker { Tag }
handler Render phase Update {
Screen.clear(0)
Light.clear_occluders() # start the frame with no shadows
Light.occlude(90, 60, 6, 40)
Light.point(40, 80, 100, Color.rgb(255, 255, 255), 1.0)
Screen.show()
}
}