And of course don't forget to check out the Tech Talk post if you want to know more of the nitty gritty details!
I stressed for a little while about fixing some of the remaining issues before posting anything (like getting water rendering) but in the end I decided that the demo serves it's purpose in that it shows that we can push a lot of geometry for a complex scene and still run at the speeds that realtime games require. Beyond that, however, I won't be able to make use of the format for any other projects and at this point I want to start working on something that is actually playable, not just looks pretty. As such, spending any further time on the format isn't practical.
I have started on my next WebGL project, and hopefully I'll be at a point that I can start posting about it soon. See you then!