I'm using the Scene.SortMeshList to manage alpha sorting and it seems to work ok until I make one of the elements in the scene have an opacity value for its material:
Camera Position: -0.8,-0.71,-0.8
Camera Rotation: -0.04,0.12,-0.04 (radians)


There seems to be a few angles that are causing some weirdness in the sorting, here's a few screenies from different positions:
pos: 1.01,0.28 1.01 rot:0.35,-2.76,0.35

pos: -0.08 -0.2 -0.08 rot: 0.23,-0.01,0.23

pos: -2.87,-0.2 -2.87 rot: 0.33,1.85,0.33

pos: 2.69,-0.24,2.69 rot: 0.25,-1.91,0.25

pos: 3.04,-0.52,3.04 rot: 0.17,-1.48,0.17

To test further, I tried using Scene.RenderAllMeshes() and the alpha sorting does the same thing. I also tried with SetAlphaTest(true) rather than false which I normally use.