Transparency support is complete, ran into some interesting problems with Physx and multiple materials on simulating components. Uses a second mesh buffer so that it can use a transparency material only for transparent voxel meshes. Any chunk/component with transparent enabled voxels in it will use two draw calls instead of one, if no transparent voxels were found during extraction then it still only uses one draw call.
Think I should probably move status updates to the WIP forum board rather than bumping in here for the future…