void RenderState::setVertexAttributes(const VertexDeclaration& decl, bool force)
{
#if !defined(ET_CONSOLE_APPLICATION)
	for (uint32_t i = 0; i < VertexAttributeUsage_max; ++i)
		setVertexAttribEnabled(i, decl.has(static_cast<VertexAttributeUsage>(i)), force);
	
	setVertexAttributesBaseIndex(decl, 0);
#endif
}