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Whats wrong with Libgdx mesh transparancy?

I have g3db model that consists of cylinder and "10gonal" prism inside cylinder. Prism material has texture and blending attributes, and cylinder has blending and color attribute with 0.5 transparency. And the problem is that looking from different sides "changes" cylinder transparency: http://i.stack.imgur.com/1sPuh.jpg

And I need cylinder to be transparent from any point of view.

Actually @cfrick was right. I found that libgdx's DefaultRenderableSorter changes rendering order according to mesh translation and camera position. And due to cylinder is a solid, and every side of prism is separate renderable calculation was wrong. Will write my own particular RenderableSorter. Thank you.

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