do you mean the general painter's algorithm ? (was used for real time software 3d before the z buffer technique)
or do you just want to do a special effect ?
in Maratis the rendering order is managed by MRenderer (here fixedRenderer or standardRenderer),
in the standardRenderer it happen globally like that :
- get the list of objects visible in the camera view
- render all non-transparent sub-meshs from near to far in depth-test only (early Z test) and build occlusion culling
- render occlusion-culled non-transparent sub-meshs in random order
- render transparent sub-meshs in far to near order
It's a bit different in the iOS renderer for example (no early z test because iphone and iPad 3d card uses tiled rendering).
To sort objects you can use MCore's "sortFloatList(int indexList[], float floatList[], int start, int end)"
But all depends on what you want to achieve.