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As part of FlightGear's switch to OSG I've been re-implementing point
lights and VASI / PAPI to use OSG's LightPoints. I noticed a problem
where the light points can't be seen through the propeller disk of the
default airplane. The propeller is semi-transparent. In snooping around
OSG I've found that the light points are drawn in a render bin after
everything else and that the depth buffer is never turned off when
drawing transparent objects (at least, I think that's the case and can't
see where it would happen). So, two questions:

Why are the light points drawn in their own bin, after transparent objects?

How come the depth buffer isn't disabled for transparent writes? In
researching this issue a bit -- and thinking about it -- I see that
there's not much point in disabling the depth buffer if you're sorted
everything and aren't going to draw anything else after, but in this
case you are drawing more.

I set the rendering hint on the LightPointNode's StateSet to
TRANSPARENT_BIN and things work now, but I'm wondering if that's the
right thing to do.

Thanks,
Tim
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