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<title>Light.clear_occluders — Ludic</title>
<meta name="description" content="Forget every occluder — call once per frame before re-registering.">
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="ns-light.html">Light</a> <span>›</span> <span class="here">Light.clear_occluders</span></div>
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<span class="kind-badge kind-method">method</span>
<h1 id="top">Light.clear_occluders</h1>
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<code class="sig">Light.clear_occluders()</code>
<div class="desc"><p>Forgets every rectangle previously passed to <a href="light-occlude"><code>Light.occlude</code></a>. 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, <a href="light-point"><code>Light.point</code></a> lights its whole radius unobstructed.</p></div>
<div class="examples"><h2>Example</h2><pre data-lang="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()
}
}</pre></div>
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