/// <summary>
        /// Attach flats component to an entity.
        /// </summary>
        /// <param name="entity">Entity to attach billboards.</param>
        /// <param name="block">Block to get flats from.</param>
        private void AddBlockFlats(BaseEntity entity, DaggerfallBlockComponent block)
        {
            // Exit if no flats
            if (block.BlockFlats.Count == 0)
            {
                return;
            }

            // Add flats to component
            foreach (var flat in block.BlockFlats)
            {
                // Get position
                Vector3 position = new Vector3(flat.Position.X, flat.Position.Y, flat.Position.Z);

                // Add billboard component
                DaggerfallBillboardComponent billboard = new DaggerfallBillboardComponent(core, flat);
                billboard.Matrix = block.Matrix * Matrix.CreateTranslation(position);
                entity.Components.Add(billboard);

                // Add a light commponent for each billboard light source
                if (flat.Archive == 210)
                {
                    position.Y += billboard.Size.Y;
                    LightComponent lightComponent = new LightComponent(core, block.Matrix.Translation + position, 750f, Color.White, 1.1f);
                    entity.Components.Add(lightComponent);
                }
            }
        }
        /// <summary>
        /// Attach flats component to an entity.
        /// </summary>
        /// <param name="entity">Entity to attach billboards.</param>
        /// <param name="block">Block to get flats from.</param>
        private void AddBlockFlats(BaseEntity entity, DaggerfallBlockComponent block)
        {
            // Exit if no flats
            if (block.BlockFlats.Count == 0)
            {
                return;
            }

            // Add flats to entity
            foreach (var flat in block.BlockFlats)
            {
                // Filter editor flats
                if (flat.Type == DaggerfallBlockComponent.FlatTypes.Editor)
                {
                    continue;
                }

                // Get position
                Vector3 position = new Vector3(flat.Position.X, flat.Position.Y, flat.Position.Z);

                // Add billboard component
                DaggerfallBillboardComponent billboard = new DaggerfallBillboardComponent(core, flat);
                billboard.Matrix = block.Matrix * Matrix.CreateTranslation(position);
                entity.Components.Add(billboard);
            }
        }
        /// <summary>
        /// Attach flats component to an entity.
        /// </summary>
        /// <param name="entity">Entity to attach billboards.</param>
        /// <param name="block">Block to get flats from.</param>
        private void AddBlockFlats(BaseEntity entity, DaggerfallBlockComponent block)
        {
            // Exit if no flats
            if (block.BlockFlats.Count == 0)
            {
                return;
            }

            // Add flats to entity
            foreach (var flat in block.BlockFlats)
            {
                // Filter editor flats
                if (flat.Type == DaggerfallBlockComponent.FlatTypes.Editor)
                {
                    continue;
                }

                // Get position
                Vector3 position = new Vector3(flat.Position.X, flat.Position.Y, flat.Position.Z);

                // Add billboard component
                DaggerfallBillboardComponent billboard = new DaggerfallBillboardComponent(core, flat);
                billboard.Matrix = block.Matrix * Matrix.CreateTranslation(position);
                entity.Components.Add(billboard);

                // Add a light component for each billboard light source outside of dungeons
                if (flat.Archive == 210 && flat.Dungeon == false)
                {
                    position.Y += billboard.Size.Y;
                    LightComponent lightComponent = new LightComponent(core, block.Matrix.Translation + position, 46f, Color.White, 1.1f);
                    entity.Components.Add(lightComponent);
                }

                // Add a light component for each billboard light source inside dungeons
                // Daggerfall often misses light sources in dungeons, this ensures at least
                // one small light be positioned over every light source. This is very cheap
                // with a deferred renderer.
                if (flat.Archive == 210 && flat.Dungeon == true)
                {
                    //LightComponent lightComponent = new LightComponent(core, block.Matrix.Translation + position, 6f, Color.White, 1.0f);
                    //entity.Components.Add(lightComponent);
                }
            }
        }