Setting up a camera with SFML and raw opengl calls
I managed to fix the problem by using a camera specific for opengl. So I maintain an sf::View for SFML related drawing and a camera class for opengl related calls. I don't know if this is best practice, but it seems to work. I also read that raw opengl calls should be maintained sperate from sfml, so I guess it would make sense to have seperate camera's. On a side note, my texture still ins't being drawn in the correct place. Here's an image showing what I mean: http://postimg.org/image/vfzruhsv7/ . Moving around correctly leave the texture in one place, but it's not located where the green box should be.
I suspect the problem maybe with how I draw my texture (https://github.com/SundeepK/Clone/blob/wip/add_splittable_enviroment/src/systems/OpenGLTextureRenderer.cpp). Though I cannot see what maybe wrong.