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Hey! That sounds reasonable but also a bit limiting on Chrome's part. If
you're looking into using FBOs, please make sure you "double buffer" so
source/destinations are two separate textures :)
On Chrome 40, OSX 10.10, I get this error when viewing the FBO Simulation example:
[.WebGLRenderingContext]GL ERROR :GL_INVALID_OPERATION : glDrawElements: Source and destination textures of the draw are the same.
However, Firefox 34 & Safari 8 work fine.
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