// pull any currently enforced cull or zstate. We'll put them back afterwards
final RenderState oldCullState = context.getEnforcedState(StateType.Cull);
final RenderState oldZState = context.getEnforcedState(StateType.ZBuffer);
// enforce our cull and zstate. The zstate is setup to respect depth, but not write to it.
context.enforceState(_tranparentCull);
context.enforceState(_transparentZBuff);
// first render back-facing tris only
_tranparentCull.setCullFace(CullState.Face.Front);
mesh.draw(renderer);