{"action":"created","comment":{"url":"https://api.github.com/repos/timkurvers/wowser/pulls/comments/48626970","id":48626970,"diff_hunk":"@@ -86,6 +92,10 @@ class Map extends THREE.Group {\n           }\n \n           this.add(m2);\n+\n+          if (this.world !== null && m2.billboards.length > 0) {\n+            this.world.addBillboardedM2(m2);\n+          }","path":"src/lib/game/world/map.js","position":26,"original_position":26,"commit_id":"0f86303dbca7ee77ff35a6da7de6f15d121ddb79","original_commit_id":"0f86303dbca7ee77ff35a6da7de6f15d121ddb79","user":{"login":"fallenoak","id":13418124,"avatar_url":"https://avatars.githubusercontent.com/u/13418124?v=3","gravatar_id":"","url":"https://api.github.com/users/fallenoak","html_url":"https://github.com/fallenoak","followers_url":"https://api.github.com/users/fallenoak/followers","following_url":"https://api.github.com/users/fallenoak/following{/other_user}","gists_url":"https://api.github.com/users/fallenoak/gists{/gist_id}","starred_url":"https://api.github.com/users/fallenoak/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/fallenoak/subscriptions","organizations_url":"https://api.github.com/users/fallenoak/orgs","repos_url":"https://api.github.com/users/fallenoak/repos","events_url":"https://api.github.com/users/fallenoak/events{/privacy}","received_events_url":"https://api.github.com/users/fallenoak/received_events","type":"User","site_admin":false},"body":"My only thought there is that sometimes the world consists of more than one map (phasing does this). I suppose that's just a matter of calling ```update``` on all maps currently loaded into the world.","created_at":"2015-12-30T19:53:14Z","updated_at":"2015-12-30T19:53:14Z","html_url":"https://github.com/timkurvers/wowser/pull/82#discussion_r48626970","pull_request_url":"https://api.github.com/repos/timkurvers/wowser/pulls/82","_links":{"self":{"href":"https://api.github.com/repos/timkurvers/wowser/pulls/comments/48626970"},"html":{"href":"https://github.com/timkurvers/wowser/pull/82#discussion_r48626970"},"pull_request":{"href":"https://api.github.com/repos/timkurvers/wowser/pulls/82"}}},"pull_request":{"url":"https://api.github.com/repos/timkurvers/wowser/pulls/82","id":54709499,"html_url":"https://github.com/timkurvers/wowser/pull/82","diff_url":"https://github.com/timkurvers/wowser/pull/82.diff","patch_url":"https://github.com/timkurvers/wowser/pull/82.patch","issue_url":"https://api.github.com/repos/timkurvers/wowser/issues/82","number":82,"state":"open","locked":false,"title":"M2 bone billboarding support","user":{"login":"fallenoak","id":13418124,"avatar_url":"https://avatars.githubusercontent.com/u/13418124?v=3","gravatar_id":"","url":"https://api.github.com/users/fallenoak","html_url":"https://github.com/fallenoak","followers_url":"https://api.github.com/users/fallenoak/followers","following_url":"https://api.github.com/users/fallenoak/following{/other_user}","gists_url":"https://api.github.com/users/fallenoak/gists{/gist_id}","starred_url":"https://api.github.com/users/fallenoak/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/fallenoak/subscriptions","organizations_url":"https://api.github.com/users/fallenoak/orgs","repos_url":"https://api.github.com/users/fallenoak/repos","events_url":"https://api.github.com/users/fallenoak/events{/privacy}","received_events_url":"https://api.github.com/users/fallenoak/received_events","type":"User","site_admin":false},"body":"Bones that have the billboard flag set (0x08) now face the camera and update to continue facing the camera when the camera rotates. This is done with a few hooks in to the animate() handler in ```game\\index.jsx``` -- not sure if that's the best approach, but it hopefully does the trick for now.\r\n\r\nIn addition to the billboard support, I've fixed up some issues with render flags. In particular: any submesh that is billboarded now has two sided rendering on the material to avoid vanishing textures when moving / rotating about the world; alpha transparencies should now apply to textures in any billboarded submesh; and the options for one of the blending modes have been corrected to proper values.\r\n\r\nA side note about transparency flagging for materials: at some point, this is going to have to be done differently. As we've learned before, we can't just enable transparency on all materials with blending modes >= 1-- that makes the normally opaque body on the Northrend Penguin model turn semi-transparent. 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