Lots of work towards point lights in Nessie; more refactoring that also helps the forward renderer
Point light shadow mapping works in Nessie now; gave up using JOGL Texture 'helpers' since it seems they were doing a lot of stuff behind the scenes and crashing our engine; Nessie is now just plain ol' gl* calls, which means it's quite easy to port her to C++, assuming the same is done with the scene and model classes;