Firefox beta was updated and my examples became broken. Hopefully they won't become broken anymore except when support for WebGLFloatArray is dropped. I uploaded fixed versions and
a sample that shows how to use displacement mapping to implement dynamic terrain. This sample is written quite lazily so the terrain height map is just the same as the "cellular flow" example.
See my example of terrain for WebGL at http://www.teslacore.it/index.php?n=Main.WebGL
VastaaPoistaIt is better to use 16bit of depth information as you have done. The problem in dynamic terrain is handling the normals. My solution is only correct for smooth surfaces.
VastaaPoistaHopefully you'll have time to update your example so that it works with newer versions of browsers.