There are a few ways of doing this. What you most likely want to do is to look up information on high dynamic range rendering. This involves multi-pass rendering where you use some kind of blur filter to make the brighest parts of your scene bleed out. This is a resonable example: http://learnopengl.com/#!Advanced-Lighting/Bloom
Basically this would involve using shaders, and attaching a color buffer to your camera. Another way, although cheep and crappy, is to just add textured quad, with transparency set on it. And just overlay it on your scene. ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68713#68713 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

