OpenGLContext.scenegraph.polygonsort

Polygon sorting support functions for ArrayGeometry
For your transparent geometry, get a set of object-space centers for the triangles being drawn: centers( self.verticies )
Store this somewhere, as you'll need it on every transparent rendering pass. During the pass, when you get to the point where you want to draw the transparent geometry: map( gluProject, centers centers[:,1 , centers [modelview *len(centers), [viewport *len(centers), )
Then take the z values from that and pass to: indices( zFloats )
glDrawElements( GL_QUADS, GL_UNSIGNED_INT, # this changed with PyOpenGLSWIG 2.0, not previously needed indices )

Functions