I have gotten around to update WebGL Stats, which is a rewrite from scratch with a whole lot of new features, so give it a spin.
When programming WebGL you need to be careful to make it portable. The following post will explain how to make WebGL portable across many devices, what to look out for and techniques to work around the limitations you face.
The W3C is taking input from Netflix, Microsoft, Google, Apple and BBC to add DRM to HTML. This is a really bad idea on so many levels it's hard to pick any one aspect to start.
Shadow mapping is one of those things that a lot of people struggle with. It is also a very old shadowing technique that has been improved in a variety of ways. I'd like to make a brief trip trough the history of shadow mapping hopefully shedding some light on the topic and introduce you to some very nice techniques.
There is (among graphics enthusiasts) a lot of debate what API/version of something to use with a bunch of hotly contested alternatives. I would like to convince you to give WebGL a try, and this blog post explains why. It will also quickly summarize a few things people usually ask about WebGL. There are many gotchas (like with anything) as well, and I am aware of a lot more of them than you can imagine. I will perhaps talk about them in another blog post.
The problem of lighting 3D scenes in hardware accelerated rasterized rendering is really hard to solve. There are no 100% solutions, and what seems perfectly obvious to the uninitiated (light just bounces around) is extremely hard to do in practise. The following blog post is about one such method that I wanted to try out for a long time.
If you need to render trails you can use particles. These give nice puffy effect. At other times you'd like to have a more well defined line (like say for missile trails). The following post shows one technique render trails with a single triangle strip optimized not to use too many triangles and does not lead to the puffy look of particles.