Vertex Occlusion

Blitz3D Forums/Blitz3D Programming/Vertex Occlusion

Tought one here.
Again conceerning the particle system.
I'd love to be able to exclude particles from my emitter mesh based on visibility.
I've tried a simple LinePick with EntityPickMode set to polygon, but this doesnt appear to work.

Any ideas on occluding vertices from a mesh that arnt visible in view?

The actual loop through all vertices is performed allready nearly every loop (used to rebuild the Emitter mesh with changed partricle/vertex data), so it can be hooked in there if there needs to be a per vertex comparison. So that shouldnt pose a big problem regarding performance.