This is lovely, but it mostly just reminds me of how I can't wait until WebGL is so commonplace that we can finally ditch all that HTML/CSS nonsense.
This is probably a bit OT, but it makes me sad that flat shading as an art style has been abandoned in games. Ever since pixel shaders and normal maps gave us shiny plastic-y objects, developers haven't looked back.
I added a crumpled paper effect to a web browser once, the result was very cool:<p><a href="http://blogs.msdn.com/b/sean_mcdirmid/archive/2009/07/27/a-web-browser-suitable-for-harry-potter-in-wpf.aspx" rel="nofollow">http://blogs.msdn.com/b/sean_mcdirmid/archive/2009/07/27/a-w...</a><p>I'm not sure if it was useful though.
It blows my mind that I can switch between the three different renderers without dropping a noticing a single framedrop. I had to open the devtools and verify that there is actually a change happening to believe it.
> I love WebGL, but unfortunately it doesn't work everywhere.<p>What is meant by that? WebGL does seem to work here as in the appearance and frame rate are the same compared to SVG but with less CPU usage on my machine/browser (Chrome).
I'm very impressed by this! Awesome work, congratz on the outcome!<p>I think WebGL has a lot of potential, feel free to check out my hackish background bump mapping @<p><a href="http://anthonycameron.com/lab/background-bumps" rel="nofollow">http://anthonycameron.com/lab/background-bumps</a>