i’m on 3.2.0 and using the pbr lighting MatDefs. I had on jme 3.1.x a working instancing+skinned knight and now it is only showing the shadows. After comparing my lighting shader with pbr lighting i found no difference. But by inspecting the Skinning.glsllib i saw that the arguments in Skinning_Compute are pos, tan, normal. But in the provided shaders it is passed as pos, normal, tan. Sadly this not fixing my knights, but i wanted to inform you guys.
more concrete:
PBRLighting.vert#45 must be Skinning_Compute(modelSpacePos, modelSpaceTan, modelSpaceNorm);
Lighting.vert#95 must be Skinning_Compute(modelSpacePos, modelSpaceTan, modelSpaceNorm);
or in Skinning.glsllib#49 void Skinning_Compute(inout vec4 position, inout vec3 normal, inout vec3 tangent){