void Renderer::Render(RenderSet &set, EDRenderFunc renderFuncOverride) { RenderNode *pCurrent = set.GetHead(); while ( 0 != pCurrent ) { renderFuncOverride(*pCurrent); pCurrent = pCurrent->GetNext(); } }
void Renderer::Render(RenderSet &set) { // Implement a solution for the Renderer Lab for ( RenderNode *currsor = set.GetHead(); currsor != NULL; currsor = currsor->GetNext() ) { currsor->RenderProcess(); } //return RenderSolution(set); }