--- id: light-clear_occluders name: Light.clear_occluders category: light kind: namespace-method tokens: Light.clear_occluders sig: Light.clear_occluders() tip: Forget every occluder — call once per frame before re-registering. order: 4 ns: Light member: 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. Parameters: none. ```ludic 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() } } ```