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Update BulbRenderer.md
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JujuAdams authored Aug 12, 2024
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|`mode` |integer |Rendering mode to use, from the `BULB_MODE` enum (see below) |
|`smooth` |boolean |Whether to render lights with texture filtering on, smoothing out the resulting image|

Setting the `smooth` argument to `true` will turn on bilinear texture filtering when calling `.Draw()` and `.DrawOnCamera()`. This may result in light bleed if you're using a low resolution camera or have set a low resolution surface size with `.SetSurfaceDimensions()`. This is especially noticeable with self-lighting rendering modes. Typically you wil want to set `smooth` to `false` for low resolution lighting as a result.

!> A renderer struct will allocate vertex buffers and surfaces for its use. Remember to call the `.Free()` method when discarding a renderer struct otherwise you will create a memory leak.

!> You must free and recreate your renderer when changing rooms.
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|--------|--------|-------|
|None | | |

Frees memory associated with the renderer struct (vertex buffers and a surface).
Frees memory associated with the renderer struct (vertex buffers and a surface).

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