Thanks for the tips! The code is pretty messy, since when I was writing it, I was just struggling to get something to work at all. The quad tree has pretty clean code IMO, but the light rendering certainly doesn't. I think it is time that I clean it up some more. It depends too much on my base windowing code, I will try to make it more modular. I like my own vector functions however
. I could make a bunch of functions that do things like dot and cross products on them, but they cannot be members then, so I wouldn't get intellisense in VS2010 and it would involve more typing. And I am very lazy. I never use any functions requiring SFML vectors anyways. Also, this allows my to use my quad tree in non-sfml projects.
The color classes work differently from the SFML ones. The SFML ones use integers, mine use floats, which I find easier to work with in many cases.
I think I know what causes the strange rendering. I can replicate it on my machine by not saving the OpenGL states right before drawing to a render texture. I do not understand why this is necessary though. Saving states is slow anyways, so I am trying to find a way around this. I will let you know when I have fixed it (or at least have a new version to test).