For reference, here is the code (using lwjgl 2.0.1). I define my model by using an array of float arrays for the coordinates:
        float one = 1f * scale;
        // Cube of size 2*scale
        float[][] coords = new float[][] {
            {  one,  one,  one }, // 0
            { -one,  one,  one },
            {  one, -one,  one },
            { -one, -one,  one },
            {  one,  one, -one },
            { -one,  one, -one },
            {  one, -one, -one },
            { -one, -one, -one }, // 7
        };
Faces are defined in an array of int arrays. The items in the inner array are indices of vertices:
        int[][] faces = new int[][] {
            { 0, 2, 3, 1, },
            { 0, 4, 6, 2, },
            { 0, 1, 5, 4, },
            { 4, 5, 7, 6, },
            { 5, 1, 3, 7, },
            { 4, 5, 1, 0, },
        };
These lines load the Model/View matrix:
        Matrix4f matrix = new Matrix4f ();
        FloatBuffer params = FloatBuffer.allocate (16);
        GL11.glGetFloat (GL11.GL_MODELVIEW_MATRIX, params );
        matrix.load (params);
I store some information of each face in a Face class:
public static class Face
{
    public int id;
    public Vector3f center;
    @Override
    public String toString ()
    {
        return String.format ("%d %.2f", id, center.z);
    }
}
This comparator is then used to sort the faces by Z depth:
public static final Comparator<Face> FACE_DEPTH_COMPARATOR = new Comparator<Face> ()
{
    @Override
    public int compare (Face o1, Face o2)
    {
        float d = o1.center.z - o2.center.z;
        return d < 0f ? -1 : (d == 0 ? 0 : 1);
    }
};
getCenter() returns the center of a face:
    public static Vector3f getCenter (float[][] coords, int[] face)
    {
        Vector3f center = new Vector3f ();
        for (int vertice = 0; vertice < face.length; vertice ++)
        {
            float[] c = coords[face[vertice]];
            center.x += c[0];
            center.y += c[1];
            center.z += c[2];
        }
        float N = face.length;
        center.x /= N;
        center.y /= N;
        center.z /= N;
        return center;
    }
Now I need to set up the face array:
        Face[] faceArray = new Face[faces.length]; 
        Vector4f v = new Vector4f ();
        for (int f = 0; f < faces.length; f ++)
        {
            Face face = faceArray[f] = new Face ();
            face.id = f;
            face.center = getCenter (coords, faces[f]);
            v.x = face.center.x;
            v.y = face.center.y;
            v.z = face.center.z;
            v.w = 0f;
            Matrix4f.transform (matrix, v, v);
            face.center.x = v.x;
            face.center.y = v.y;
            face.center.z = v.z;
        }
After this loop, I have the transformed center vectors in faceArray and I can sort them by Z value:
        Arrays.sort (faceArray, FACE_DEPTH_COMPARATOR);
        //System.out.println (Arrays.toString (faceArray));
Rendering happens in another nested loop:
        float[] faceColor = new float[] { .3f, .7f, .9f, .3f };
        for (Face f: faceArray)
        {
            int[] face = faces[f.id];
            glColor4fv(faceColor);
            GL11.glBegin(GL11.GL_TRIANGLE_FAN);
            for (int vertice = 0; vertice < face.length; vertice ++)
            {
                glVertex3fv (coords[face[vertice]]);
            }
            GL11.glEnd();
        }