Updates to handle Context Lost events as described here:
http://www.khronos.org/webgl/wiki/HandlingContextLost

If you pass debug: true when creating a GLOW.Context and also have the WebGLDebugUtils loaded (https://www.khronos.org/registry/webgl/sdk/debug/webgl-debug.js) then you can simulate a lost context event with: canvas.loseContext()
Rebuilt JS files
Merge pull request #18 from subblue/master

Updated to handle Context Lost events
Missing = with "onLoadContext" in GLOW.Load constructor
Merge pull request #20 from psulat/master

Missing = with "onLoadContext" in GLOW.load constructor
creating textures of type Float32Array

Textures of Float32Array type call texture2D with no width or height
Adds a FLIP parameter for textures

This makes it easy to flip images right side up.
Changed FLIP to flipY and added a default flip

No point in caching FLIP like uniforms/attributes... of a shader.
Merge pull request #21 from psulat/master

Float32Array Textures creation + flipY in Texture
isCached variable not used

Can't use isCached because reference to cache is needed in cache calls.
No use ofr isCached.
isCached removed because it is not used
Merge pull request #23 from psulat/master

Remove unused isCached variables
Optimized Shader.draw
Added so you can have interleaved: false in the ShaderConfig
Added getRotation from Matrix4. Fixed clone bug with Texture Uniforms.
Fixed cruical bug with interleaved attribute cache
Fixed Vector3 clone method

Vector3 clone was not returning new Vector3
Merge pull request #25 from marklundin/master

Fixed Vector3 clone bug
A little spring clean!
Fixed some missing trailing ;
Replaced mixed tabbed indenting to only use 4 space indent already used in the majority of files
Added an option to catch image load errors on textures