Maybe try this:
This should create 2 crossed Quads that are visible from both sides. The texture uses the mask flag, this means all black pixels are transparent. So you'd need to use a texture that contains a tree image with black background.
No need for seperate surfaces as long as they use the same brush or texture. Added UV Coods to the AddVertex Commands.
I didn't test it, but it probably works. :)
Function CreateTree(file$,width#,Height) tree = CreateMesh() surf1 = CreateSurface(tree) v0 = AddVertex(surf1,-1.0,-1.0,0,0,0) v1 = AddVertex(surf1,1.0,-1.0,0,1,0) v2 = AddVertex(surf1,1.0,1.0,0,1,0) v3 = AddVertex(surf1,-1.0,1.0,0,0,1) tri0 = AddTriangle(surf1,v0,v1,v2) tri1 = AddTriangle(surf1,v0,v2,v3) v4 = AddVertex(surf1,-1.0,0,-1.0,0,0) v5 = AddVertex(surf1,1.0,0,-1.0,1,0) v6 = AddVertex(surf1,1.0,0,1.0,1,1) v7 = AddVertex(surf1,-1.0,0,1.0,0,1) tri2 = AddTriangle(surf1,v4,v5,v6) tri3 = AddTriangle(surf1,v4,v6,v7) updatenormals tree tex = Loadbrush(file$,4) ; using masked flag (4) paintmesh tree,tex entityfx tree,16 ; make visible from both sides Return tree End Function
This should create 2 crossed Quads that are visible from both sides. The texture uses the mask flag, this means all black pixels are transparent. So you'd need to use a texture that contains a tree image with black background.
No need for seperate surfaces as long as they use the same brush or texture. Added UV Coods to the AddVertex Commands.
I didn't test it, but it probably works. :)