I'm trying to use Ogre 2.2's baking feature to increase performance: bake direct lighting of slow lights (mostly ltc area lights) into lightmaps and use them as regular lightmaps. Ogre 2.2 already supports "bake_lighting_only" and "use_emissive_as_lightmap" (though they're not documented), but managing the lightmaps is a big headache for me.
The traditional lightmap baking involves uv unwrapping/packing ahead of time, which is not an option for me because our scene is dynamic, so I want to re-use existing uv for the lightmaps. That means we need one additional emissive texture for each subitem that needs to use the lightmaps. That also means we can't share datablocks between subitems that use lightmaps because every subitem's lightmap is likely to be different
Another (small) problem is that we don't have a dedicated texture type of lightmaps so for datablocks that already has a emissive texture, we had to disable the lightmap (which is ok, but it's easy to screw it up!), and since we're using emissive factor, we need to be careful not to let it be multiplied with the lightmap (this is mentioned by the document, but again, it's easy to screw it up)
Any ideas for alternative solutions or how to make it easier to handle?
