sman512, thank you, that seems to be the answer, my test scene now works with 9ex. This probably should be applied to every object on screen, because for example sometimes the main character on my test scene still disappears under certain camera angles. So this could produce again problems involving object radius, like accurate collision detection, but still i would rather deal with that kind of problems because there is always a workaround.
Mage, you are right, actually i would rather use my own shaders and a custom lighting system, but i haven't learned to write my own shaders. For example i wanted to try a stylish cartoon approach on my test scene with post fx (bloom, edge detection, hue/saturation control) and cell shading, i liked the result but the lack of multiple lighting sources, no normal mapping on characters, and no shadow casting was pretty bad. At least, if i could have cell shading with shadow casting, i could use that instead of Advanced Lighting.
Ortu, indeed the latest version is very tempting. Now that sman512 found a solution i will probably try to install it in my game when i have the time. Of course that's going to be a large amount of work, and after that, a lot of testing will be needed again to clear possible bugs, performance tests, etc. But if it works i will stick with it, no need to update any further.
Still there is nothing wrong with the AL version that i use (i think you use a version latest than the one i use), it just looks outdated now. I only wish there was a way to add some post process fx, but that doesn't seem to be possible with any version.
I wonder if Evolved is still working on it, there has been no updates since November.