(Sorry in advance, I'm not at my computer so I can't provide code) I have a voxel based game, and I wanted to add in transparent textures, namely glass. I realized that transparent textures would throw things off (looking through other blocks), so I used my shaders to remove any alpha components lower than the alpha value of the glass texture. Currently, the glass has an alpha of 0.26 (coordinates range from 0 - 1), and it works fine. But, if I want to add some transparency to the glass instead of removing all transparency, I run into my old issue where you can see through the blocks behind the glass.
I read in a few places that I would need to sort my geometry from front to back. Does this still pertain to my situation even after using shaders? I use display lists, for each chunk in my world, should I keep two lists, one for opaque blocks and one for transparent? So when I render, I would do one pass and render the opaque lists, and then do another render pass, and render the chunks inversely and render the transparent list?
Or is there a better way to do this?