# Occlusion query (documentation and fixes)

**URL:** https://forum.castle-engine.io/t/occlusion-query-documentation-and-fixes/436
**Category:** News
**Created:** [October 31, 2021, 3:27am UTC](https://forum.castle-engine.io/t/occlusion-query-documentation-and-fixes/436 "2021-10-31T03:27:41Z")
**Posts on this page:** 1
**Page:** 1

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### Author: ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)
#### Post date: [October 31, 2021, 3:27am UTC](https://forum.castle-engine.io/t/occlusion-query-documentation-and-fixes/436/1 "2021-10-31T03:27:42Z")

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| [![Occlusion Query](https://castle-engine.io/wp/wp-content/uploads/2021/10/oq_demo-200x150.png)](https://castle-engine.io/wp/wp-content/uploads/2021/10/oq_demo.png "Occlusion Query") |

We now have an extensive [docs about occlusion query](https://github.com/castle-engine/castle-engine/wiki/Occlusion-Query) in _Castle Game Engine_.

We also fixed occlusion query for shapes with blending, and made it behave correctly when batching is used (right now, batching has to be disabled for the scenes that use occlusion query).

On a more general note: Sorry for the relative silence in the news in last 2 weeks. We’re busy making a few things at once, big (memory optimizations, Delphi compatibility, docking editor) and small (Android x86, editor gizmos improvements). I will gradually post about them 🙂
