When rendering a translucent object (using glBlend), it is advised to sort objects from back to front z order.
From opengl docs: When using depth buffering in an application, you need to be careful about the order in which you render primitives. Fully opaque primitives need to be rendered first, followed by partially opaque primitives in back-to-front order. If you don't render primitives in this order, the primitives, which would otherwise be visible through a partially opaque primitive, might lose the depth test entirely.
So, whenever I'm rendering translucent objects after rendering opaque triangles, if I render translucent triangles from back to front in relation to the "view direction", is this correct? What exactly does back to front mean here? I'm trying to understand, if I have a scene objects that go through a mvp transformation, do I need to specifically look at the order in world coordinates, and in relation to the camera center?
Also, additionally does this change depending on the blend type?