Alright, version 1.3.3 is up, I hope the views work properly now.
I also added some new features. The fins are now smoother, and there is a parameter in ConvexHull that allows you to specify if you want the light to render over the hull or not, so that objects under the convex hulls are visible. The demo has this setting enabled, so you can see it in action there.
@DevilWithin The darkness of the light system stretches indefinitely, in the new working version (not limited to the quad tree region). Changing the quad tree region only changes performance, nothing else. You mentioned multiple quads with light systems in each, are you trying to draw multiple, separate light systems at once? If so, I can add support for that, it is not a big change.
@jmcmorris Sorry, I missed you post! The game the light system originally came from, Gore Factor, also uses a tile map. Instead of generating hulls for every tile, I made it stretch the hull across multiple tiles, so there are less hulls in total (faster). The easy way of doing this is to make it attempt to stretch a hull horizontally or vertically as long as a there are consecutive tiles. If the map is modified, you would simply have to regenerate the hulls for the rows or columns (depending on your setup) of the map that contain modified tiles.