The sandbox online has a whole bunch of issues as it was my first attempt at webGL. I should replace it already, but I rather work out enough to really release a proper complete Vervette. For example, in the online sandbox I reserve 20 undo buffers with their own IDs, which is ridiculous and ambitious, because it sucks up more GFX memory than a browser normally allows for one website (tab's GL context). Instead I now have figured out a nice way to store any number of undo buffers in RAM rather than on the card, but there's still more to work out for larger resolutions. But it instantly became super light on the browser. Then the brush dynamics now properly compute in their own stage, rather than having the mouse routine supply dynamics, which leads to silly stuff like "two brush tips" for a second or the likes. That means, now even on mobile devices and older browsers all strokes are correct.
But there are countless things I've figured out and fixed, including the ability to save and load 16bit buffers, really making it exciting to do larger projects with it.
Right now I'm working on brush routines, which is tons of fun again, too! While I have things planned that really should feel quite magical regarding smooth brush strokes in hyper-speed, hehehe. Going to be fascinating.
I'll post some new dev snapshots later...