Not all browsers support the feature though (check the MAX_VERTEX_TEXTURE_IMAGE_UNITS constant). Mobile devices could be problematic too since most (if not all) OpenGL ES 2.0-era devices don't support it in hardware.
Still this is one of the most impressive WebGL demos I've seen. Fantastic stuff.
In proper OpenGL, you'd be able to use transform feedback to write in to buffers with no loss of precision. And using buffers is less limited than texture fetches in the vertex pipeline.
For applications where precision matters (ie. everything scientific), WebGL on GLES2 devices is a no-go. WebGL standardization should pick up the pace to better match the development of OpenGL.
This was probably to enable WebGL on mobile devices that would have otherwise been locked out, but it heavily restricted things on the desktop which for the most part would have OpenGL 4 capable GPUs these days.
However given that WebGL on mobile still mostly sucks anyway, not sure if going for the lowest common denominator was the right decision.
And WebGL 1 has taken this long to reach mostly-working in implementations, it would have probably died in the crib if it had targeted the nascent GLES 3 feature set.
Running GLES shaders safely and reasonably fast in a sandbox (on top of insecure & crash prone drivers) is high wizadry.
Latest and greatest for mobile yes but the desktop world was already on OpenGL 4 at that point.
My whole point was that they could have just ignored mobile and delivered a much more powerful WebGL based on OpenGL 4 instead.
Your wish is granted: WebGL 2 draft supports transform feedback. http://www.khronos.org/registry/webgl/specs/latest/2.0/#3.5
(See my other reply about problems tracking latest GLES tightly)
I definitely am not running btrfs on a production machine, but I love it on this laptop. Wouldn't call it stable yet.
edit to note that I don't hibernate, just sleep.
[1] https://www.kernel.org/doc/Documentation/power/interface.txt
It's the attitude that was wrong, not the language. Stupid always finds a way. Back in the day, porting to different compilers and platforms was one way to find and quash bugs. Nowadays I guess you can just pitch a single OSS compiler and rely on it's implementation details and bugs. Drag your own chunks of libc around and presto, no porting headaches. That's such a stupid attitude.