/**
 * Computes radius of bounding sphere around origin for given group of objects
 *
 * NOTE: This may seem pointless, but by doing this computation on per-vertex basis we get the tightest possible bounds,
 * allowing us to get the best possible texture space utilization.
 * @param {{mesh:ShadedGeometry, transform:mat4}[]} objects
 * @returns {number}
 */
export function compute_bounding_sphere_radius_only(objects: {
    mesh: ShadedGeometry;
    transform: mat4;
}[]): number;
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