I've already looked at this thread and this thread, and have come to the conclusion that I cannot disable culling from a resource pack (without sacrificing performance). This is a big problem for me, as I need a way to insert a lot of custom transparent models into a pack (70 of them, to be exact). Most of the models are not meant for opaque cubes, as they have cut edges, holes, and gaps. This looks awful when culling is applied. It is also meant for a survival server, so I do not want to go around 'replacing' random transparent blocks like glass, beacons, glowstone, etc. with my models. It know that it is possible to add in custom opaque block models without interfering with survival blocks - I found this custom model concept and this plugin that can accomplish just that. However, I have yet to find a method to do this with transparent blocks. Is there a way to have 70 separate transparent models without interfering with existing blocks?
P.S. I am familiar with the Bukkit API, and am open to suggestions that may involve Java code.
The Meaning of Life, the Universe, and Everything.
Yes, it is possible with Optifine however it's a pretty major undertaking. I just figured out a way to do this myself, today, and I got it working but it's a mess. To do this I used the chest and Optifine's Custom Entity Models to add a full-block cube to the existing model and blew up my chest image from 128x to 256x with no interpolation so the resolution change wasn't/isn't noticed while giving more pixels of free space to add a texture for my new block so now I have a huge chest with 6 little squares hidden in the free space (32x each, my default resolution). In my chest/normal.png asset I delete the cube texture, turning it invisible and making the chest appear normal. Now I use Optifine Random Entities to specify changing the texture of the chest, based upon the chest's name, which is fairly easy to format, and I make sure the textures that it is changing to are the same size as the original, the whole of the chest is left transparent and the little cube in the corner will be the only thing used.
At this point you will have successfully created a chest that you can name in an anvil and, when placed, will display a full block rather than the chest texture however it won't look any different in your hand so for that you'll need Optifine's Custom Item Textures and another model, a cube with GUI and display information, that you'll put in the CIT folder along with your properties file to alternate textures based on the name of the inventory entity since that will keep trying to display the default chest otherwise.
The whole thing can be a pretty big headache but now that I've gotten things to this point I'm pretty sure that model part file can be swapped out with any number of more complex models and as long as I can fit my entire texture onto the empty space in the chest file I could have that chest be a spherical globe of the world and there would be no culling to worry about. I also like the chest for survival reasons (when is another chest ever bad), because it has collusion, and because it's an orientable block which means you can texture all 4 sides and choose which one you want to display. I think it could also be pretty cool for additional decor in adventure maps since models can be 3 blocks high which means you can make some REALLY fancy 3-high columns, or multiples that stack, and add completely custom features. It's no fun but it may do what you need it to.
Let me know if you want to give this method a shot and I can upload my template.