adding fake black texture tests for desktop computer
Use absolute, not relative canvas position when logging errors

checkCanvasRectColor used to log position relative to the corner of the
rectangle being checked. Logging absolute canvas position makes more
sense when analyzing errors, so switch to that in the new and 1.0.2
versions of the conformance suite.
fix some request from Ken Russell about the new test added.
change the bugzilla link directly showing the bug bug fix on Firefox.
Updated conformance rules based on working group discussion from June 6, 2013. Split sections for web browser implementers vs. GPU vendors. Considered upgrades of both browser and OS.
Merge pull request #314 from kenrussell/conformance-rules

Updated conformance rules based on working group discussion from June 6,...
Per discussion on webgl-dev-list, added non-normative note to texImage2D doc indicating potential lossy behavior of 2D canvas-to-texture uploads. Referenced in texSubImage2D doc as well.
Merge pull request #315 from kenrussell/teximage2d-clarification

Per discussion on webgl-dev-list, added non-normative note to texImage2D...
Fixed issue pointed out by Mark Callow where the location in the text of the default context creation attributes changed.
Merge pull request #316 from kenrussell/param-doc

Fixed issue pointed out by Mark Callow where the location in the text of...
Updates to conformance rules suggested by Mark Callow. Pulled two paragraphs from the Discussion section up to the Rules section.
Merge pull request #318 from kenrussell/conformance-rules

Updates to conformance rules suggested by Mark Callow. Pulled two paragr...
Fixed problems in reference image generation for GLSL vertex shader tests.

glsl-function-smoothstep-float should use high precision for OpenGL ES
https://www.khronos.org/bugzilla/show_bug.cgi?id=728

For those GLSL function tests which have been migrated to generate reference images in JavaScript, changed the vertex shader variant to use the same geometry for the reference and test shaders. The previous approach of generating the reference image into a texture was incorrect because the two versions used very different interpolation techniques. Thanks to Olli Etuaho from NVIDIA for diagnosing the problem and Chris Green from Imagination for initially raising the issue.

This is a bug fix to the conformance suite, so the fix has been backported as far back as version 1.0.1.
Fixed accidentally-inserted tabs in source files.
Merge pull request #319 from kenrussell/glsl-vertex-shader-tests

Glsl vertex shader tests
Merge pull request #320 from msc-hi/master

Major update to WEBGL_dynamic_texture.
[VMC] - Teapot and Framerate counter do not appear on the WebGL+CSS test site on Chrome dev.
https://code.google.com/p/chromium/issues/detail?id=259817

Fixed mismatched uniform precisions between vertex and fragment shaders causing demos to fail to load in Chrome on Windows. The conformance test glsl/misc/shader-with-global-variable-precision-mismatch.html (currently failing on some platforms in Chrome) already covers this case.
Merge pull request #322 from kenrussell/mediump

[VMC] - Teapot and Framerate counter do not appear on the WebGL+CSS test...
Merge pull request #308 from gabadie/change-green-to-blue

adding fake black texture tests for desktop computer
Merge pull request #313 from NVIDIA/report-canvas-position

Use absolute, not relative canvas position when logging errors