One of those things was that I got that vertex shader for trees / foliage done.
A short video showing the addition of random periodicity and some vertex shader tricks.
A video with some commentary about constructing a scene in realtime.
A very short video, but it shows the detail and the feel you can get with a forest scene.
This first test isn't as cool, but it gives you the general idea, and it's on YouTube.
It's not perfect, but it's fairly adequate for the task. It can be scaled, on a per-Unit basis, so that a thin sapling, for example, can move considerably vs. a full-grown oak, a nearly-static cactus, whatever. You can use it on ground foliage, including my "one unit is many apparent ground objects" stuff (see first video to get a good idea), and it will work well, I think. It makes me want to build slightly higher polycount groundcover, though, the tri-quads are a little too simplistic.
If such a vertex shader was allowed in the shadow pass, then we could come fairly close to scenes like these:
http://www.youtube.com/watch?v=iY0xeCYF ... re=channel
...assuming that we wanted that much polycount in the scene, somebody makes a God Ray shader, and we, uh, have a game using that perspective ofc

Anyhow, thanks to Kloot for pointing out a couple of things about why the first go was borked. I think this is probably adequate for now.