# Dynamic enable of point light

**URL:** <https://forum.babylonjs.com/t/dynamic-enable-of-point-light/26790>\
**Category:** Questions\
**Tags:** lighting, material, shader\
**Created:** [January 15, 2022, 9:49pm UTC](https://forum.babylonjs.com/t/dynamic-enable-of-point-light/26790 "2022-01-15T21:49:23Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![Blake](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/blake/32/21509_2.png) [@Blake](https://forum.babylonjs.com/u/Blake)\
**Post date:** [January 16, 2022, 11:36pm UTC](https://forum.babylonjs.com/t/dynamic-enable-of-point-light/26790/4 "2022-01-16T23:36:21Z")

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Hey there, here’s an example I made from your last playground to show another approach using pooling to reuse the lights. It uses just 7 lights instead of 40 (you can check the node tree in the inspector to see how many are created). Since they’re always enabled hopefully the initial stutter will be fixed in your final project as well. 🤞🙂

> **[Babylon.js Playground](https://playground.babylonjs.com/#8IMNBM%23411)**
>
> Babylon.js playground is a live editor for Babylon.js WebGL 3D scenes

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