Files
CydandClaude Fable 5 fdd9ac9d97 Initial import: Tesla Release 4.10 (Tesla:BattleTech & Tesla:Red Planet)
Archival snapshot of the Virtual World Entertainment Tesla cockpit
software, 1994-1996: MUNGA engine and L4 pod layer source (Borland
C++ 5.0), BT/RP game code, and game content (models, audio, maps,
gauges, Division renderer data). Includes third-party libraries:
Division dVS/DPL graphics, HMI SOS audio, WATTCP networking.

Files are preserved byte-for-byte (.gitattributes disables all
line-ending conversion). README.md documents the layout, target
hardware, and toolchain.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 13:21:58 -05:00

58 lines
1.7 KiB
Plaintext

//===========================================================================//
// File: renderer.tst //
// Project: MUNGA Brick: Renderer Manager //
// Contents: Interface specification Renderer and Renderer Manager //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 01/06/95 ECH Initial coding. //
//---------------------------------------------------------------------------//
// Copyright (C) 1994, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#include "renderer.thp"
TestRenderer::TestRenderer():
Renderer(
30.0f,
MaxRendererComplexity,
DefaultRendererPriority,
VisualInterestType,
DefaultInterestDepth
)
{
}
TestRenderer::~TestRenderer()
{
}
Logical
TestRenderer::TestInstance() const
{
Renderer::TestInstance();
return True;
}
void
TestRenderer::ExecuteImplementation(
RendererComplexity,
RendererOrigin::InterestingEntityIterator *interesting_entity_iterator
)
{
Check(interesting_entity_iterator);
//
// HACK - Just step through the entities
//
Entity *entity;
while ((entity = interesting_entity_iterator->ReadAndNext()) != NULL)
{
Check(entity);
}
}