Hi Zach, There isn't a facility to do what you require at present. The question is really how would you do it... Turning off depth test clearly not viable. One has to some local effet, such as rendering a sphere around the light to create the light haze around the light.
You could also try just using osg::PolygonOffset to push the depth of the lights forward a bit, but this itself its likely to cause problem when wrongly occluded objects that it shouldn't unless you are really careful with the offset management. Robert.
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