Query the GL canvas for its width and height and use that rather than hardcoding it. Default the frame size to the whole canvas, and update the samples to use iPad resolution (1024x768).
Coordinates are already in terms of pixels -- no need to do content scaling
Remove SDL code from texture cache, and move all image loading code to CCImage.
Pre-multiply text when rendered by Emscripten's SDL implementation (since HTML5 canvas is non-pre-multiplied).
Add a flag to indicate whether raw image data is pre-multiplied or not, and switch to using Emscripten's SDL implementation when loading images from file (much faster)