my 3D scene consists of transparent and opaque meshes that can overlap each other, can be nested, and be in different orders (solid-transparent; transparent-solid).
I played around with transparency in Ardor3D but I can't find a setting where everything is rendered correctly in each situation. Depending on the camera position, parts of the geometry suddenly pop-up or disappear.
I found Juliens post on that topic which helped me to resolve some issues:
JOGL is mostly a Java binding for the OpenGL API, it's not magic. There are several methods to solve your problem including dual depth peeling, Martin Pernollet showed us an example several years ago, it's possible to adapt it to work with JogAmp's Ardor3D Continuation (!= Ardor3D).