I think this is a quad tree bug. Try to set bigger quad or make size of quad to 0, 0. That's all that I could say without code.
And what is the quad? This part?
ltbl::LightSystem ls(AABB(Vec2f(0.0f, 0.0f), Vec2f(static_cast<float>(0), static_cast<float>(0))), &App, "data/lightFin.png", "data/shaders/lightAttenuationShader.frag");
I did already set it to 0 after reading that someone had issue with crashes and after that i also had that issue when reducing size of one of my lights.
In your zombie game do you also have this issue if you have only 1 light source and try moving it to the top left corner? I've noticed that it's only 1 of the lights at a time that will cause this.
Here most relevant code for the lighting.
// --------------------- Light System Setup ---------------------
//Set AABB to 0 to avoid crashes with some light sizes
ltbl::LightSystem ls(AABB(Vec2f(0.0f, 0.0f), Vec2f(static_cast<float>(0), static_cast<float>(0))), &App, "data/lightFin.png", "data/shaders/lightAttenuationShader.frag");
newLight(&ls, &characterLight); /*This sets all the settings and adds the light etc.
didn't include the function because it would get messy and my bug is even represented in the ltbl demo so i don't think it's a coding issue.
*/
//Update light
for (int i = 0; i < characterLight.size(); i++){
characterLight[i].lightPoint->SetCenter(Vec2f(character.back().circle.body->GetPosition().x*PPM, screenSize.y-character.back().circle.body->GetPosition().y*PPM)); //Y axis inverted
}
//Lights
ls.SetView(View1);
ls.RenderLights();
ls.RenderLightTexture();