cool stuff,
I'm just thinking of making grass procedurally by groups of simple rectangular d3dxmesh-es, joining them to one entity, and applying a skin afterwards by ent_setskin, and setting uv-s by ent_setvertex, as the rectangles are simple enough to be skinned by code... is it a stupid solution? it could be good for keeping entity quantity low, and to align terrain sufrace nicely, but grass clipping could be ugly if the entities are too large...