I could write a long, boring explanation for why this is how it is, but nobody would read it anyway, so in short: There's a common problem with transparancy, and Battlefield chose one of the cheapest solutions possible, which creates this effect. I guess that the whole tree mesh is declared as having alpha, otherwise my theory kinda falls apart. __________________
The reason you can tsee tyhe tree is becuase the glass shader file does not (intentionally) permit it. Its to do with some treemesh.. whereas normal statics are ok.
If you add the line "depthwrite false" to the shader file you can see the trees etc..