I am trying to port one of my space animations from OpenGL to M3G. The animation displays a morphing galaxy. I need to sort the vertices in every new frame, to get the Z-buffer to work like it should. Is this possible?

I have arrays with the positions for the shapes that are morphed. I put these in the VertexArray[] morphedPositions. I put this into the VertexBuffer[] morphedVertices. I then put this into a MorphingMesh, like this:

positions-->VertexArray morphedPositions--->VertexBuffer morphedVertices-->MorphingMesh

The problem is that the MorphingMesh seemed to be "locked", I can't access it in real time to sort its positions. Or is there some way to do this in M3G?