diff --git a/Engine/src/Renderer/Model.cpp b/Engine/src/Renderer/Model.cpp index 3c19415..caa97b4 100644 --- a/Engine/src/Renderer/Model.cpp +++ b/Engine/src/Renderer/Model.cpp @@ -280,28 +280,8 @@ Scope Model::ProcessMesh(aiMesh* mesh, const aiScene* scene) texPaths[slot] = (modelDir / path.C_Str()).string(); } } - - // OBJ 常见导出遗漏:PBR 贴图在目录里但 MTL 未引用 - //(backpack 的 roughness.jpg/ao.jpg 正是如此)。 - // 约定文件名探测补槽,命中留 INFO 锚点 - if (!m_IsGltf) { - const std::pair probes[] = { - {"roughness", Material::MetallicRoughness}, - {"ao", Material::Ao}, - {"occlusion", Material::Ao}, - }; - for (const auto& [stem, slot] : probes) { - if (!texPaths[slot].empty()) continue; - for (const char* ext : {".jpg", ".png"}) { - std::filesystem::path p = modelDir / (std::string(stem) + ext); - if (std::filesystem::exists(p)) { - texPaths[slot] = p.string(); - ENGINE_INFO("Probed {} texture: {}", stem, p.string()); - break; - } - } - } - } + // 注:不做文件名探测/自动补槽——资产缺什么就是什么; + // 补槽是将来手动材质编辑的职责,加载期保持确定性 // 材质加载可见性:贴图槽缺失/路径解析错误会静默退化成默认 // 纹理(金属全没 → 塑料感),这里留下诊断锚点