Hi,
       I’m working on an offline lightmap baking system using Blender Cycles.
       
       I have to face a batching problem, and I don’t know how Urho’s culling work in order to make the right decision. Here’s the problem:
       
       To use lightmaps another UV map and texture are added to the material.
       
       In order to minimize the number of diffuse textures per lightmap I want to group the geometry with the same diffuse texture, so I get less combinations of diffuse & lightmap.
      
       The thing is, I wonder how Urho3D is culling based on location.
       
       If I simply group geometry with the same diffuse texture into a single model, the geometry can be spread all over the level and the model could have a huge AABB. Will it cause performance problems?
       
       For optimal performance, is it required to group the geometry based on location too?
      
 
     
     
    