Depth peeling sucks, I don’t think anyone ever actually used it for real-time rendering.
I have already implemented
weighted blended order-independent transparency and
Linked Lists from the book “GPU Pro 5”.
Of course not with jMonkeyEngine, as that is impossible for the last two techniques.
Yeah, but you see where I am getting. If you need order independent transparency that bad then maybe you’re not making a game but something else. 90% of games use deferred rendering where order independent transparency is too prohibitive.
Also, if you need order independent transparency for things like foliage, you can probably get away with using alpha to coverage with MSAA, with little performance loss.