I want to use WebGL to make a little 3D gallery of Flickr photo streams. It looks like WebGL only allows square images that's dimensions are a power of two to be used as textures. I need to be able to display images of any proportion and dimension. I can see that if I copy the image data into another image that is the nearest square dimension and then use texture coordinates to make it display right. The problem is, and correct me if I am wrong, that I can't do that image manipulation in JavaScript and would need a server running ASP.NET, Java or something like that to do the processing for me before WebGL could get its hands on it.
Is there a way of using arbitrarily sized images in WebGL and JavaScript without the need for a server to act as a middle man image processor?