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 }