it's very possible, but it takes another render pass which can be slow and (if you want to create a system for other people to use) it may not be something people want to put into their code. this is how i actually solved the annoying vertex-aplha-z-order problem: first render the object solid (by setting its fx to non-transparent) and then render the object with the correct fx (with the cameraclear set to 0,0 of course).
Avoid z-fighting in multiple passes?
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