So basically, this is not a new material. It's a tweak to the original glass material HOWEVER inside binedit I gave it its own button called Mesh Preset to differentiate the behaviour. Basically, glass preset turns ANY texture into glass. This is useful if you have trucks with one solid texture, any texture, and you just want to do a quick update to turn it into glass without doing any additional texture work.
This was by design incompatible with mesh windows. The reason why going the material route was the correct choice, each material has a certain amount of memory and you can add different behaviours, the glass preset had the "Texture alpha = solid" flag which was never used. What this flag does is it makes only the alpha channels into glass while preserving everything else. The reason I added a different button for the preset is simply to differentiate this particular behaviour, otherwise you can just select glass preset and turn the flag on :p, no new faces, no new coding actually, just had to enable to flag (well i needed to do some fixes in the engine but that's another story).
So the difference with this is that you obviously have to author the .raw/.png file properly with alpha channels for it to work correctly. There is a caveat though, if you want the glass to be uber reflective, the mesh will be uber reflective too. It's simply not going to be able to differentiate but I'm pretty sure when you do a mesh like this you assume there isn't an actual window there
So you can play with the parameters to get the right feel and this goes for the glass window too. the parameters control how much reflectivity should there be, how see through the glass is (so to the point where you don't see the glass material at all, pure transparency) etc. Just toying around with the settings I made that mesh look like it's an actual mesh with no window.