Bistro Example
Download Amazon Lumberyard version of bistro from developer.nvidia.com (or see link below for processed glTF files with instancing)
Reexport BistroExterior.fbx and BistroInterior_Wine.fbx as GLTF files (in .gltf + .bin + textures format). Move the files into the respective bistro_exterior and bistro_interior_wine folders.
Press 1, 2 or 3 for various camera positions.
Press B for benchmark.
Press to animate camera along path.
Run with texture compression while caching compressed images to disk for faster startup times: cargo run -p bistro --release --features mipmap_generator/compress -- --cache
Alternate processed files with instancing (glTF files on discord):
Fixed most of the metallic from fbx issue by using a script that makes everything dielectric unless it has metal in the name of the material
Made the plants alpha clip instead of blend
Setup the glassware/liquid materials correctly
Mesh origins are at individual bounding box center instead of world origin
Removed duplicate vertices (There were lots of odd cases, often making one instance not match another that would otherwise exactly match)
Made the scene use instances (unique mesh count 3880 -> 1188)
Removed 2 cases where duplicated meshes were overlapping
Setup some of the interior/exterior lights with actual sources
Setup some basic fake GI
Use included scene HDRI for IBL