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light includedMeshOnly meditation


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Hi everyone, I come here to share with you something 

While working on a project, I had issues because of the maxSimultaneousLights for a material. Indeed my scene can have a lot of lights. Rather than increasing the maxSimultaneousLights parameter, I thought it would be more performant to check what was the mesh around the light depending on its range. So I ended up with this code

checkIncludedMeshes () {
    let includedContent = [];
    for (let i = 0; i < scene.meshes.length; i++) {
      let mesh = scene.meshes[i];
      if (mesh.absolutePosition) {
        let dist = BABYLON.Vector3.Distance(this.light.absolutePosition, mesh.absolutePosition);
        if (dist < this.light.range) includedContent.push(mesh);
    this.light.includedOnlyMeshes = includedContent;

But then I ask myself: "Why is it not the default light behaviour in BABYLONJS?"

I guess there would be performance issues doing that.

Anyway, I wanted to have your opinion on this and I thought that could help the community! ;) 


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