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





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