thanks for the feedback guys

It needs 3 more things though to make it fully usable tho...
1) a new render mode/shader that does transparrent alpha channel and vertex alpha together
2) a daddy class that spawns and kills grass nodes as you walk around
3) an editor, or integration with an existing editor (hint hint, etcaptor

)
I think the ultimate would be to join meshes together instead of using billboards, use irrSpintz hardware mesh buffers, and do wind and the fading with vertex shaders (hint hint, omar

)
@gfx- they do have dimension2d for size, and it is randomized, but thats the problem. different plant types should be different sizes and stuff.. someone just needs to walk around with a lawnmower and a watering can (set grassnode->Partlicles[n].size and sprite) and make the place look nice, then call grassnode->Save().
@afecelis- i tried doubling the distance but the framerate drops a lot. next version will have user defined draw distance.. also if you gimme a heightmap and texture for your head, and a texture of one of your eyebrows I'll see what I can do
what kind of framerates are you guys getting?