Trace.gl refunded my $15, I suggest you get your refund too.
Tumbleweeds · Issue #100 · codegl/tracegl

          The execution of the main functionality is great but the UI has its issues. Most of them relate to some text rendering bug.
Creating a bearable experience is hard. There are so many things to consider. Creating elements, such as the custom scrollbars, seems like an extravagance of time. (kudos for trying something new, though)
Using libraries to ease your life would be wiser, but even those available, aren't mature enough.
WebGL has more cons than pros for traceGL.
For example, fixing the font bug I opened here is quite unrealistic It'd require either the generation of a new bitmap each time new characters appear or it'd had to store the whole glyph collection of a font, which by the way creates even more issues to worry about. HTML works well, "features" such as the special characters fallback (in case the font doesn't support them) just work.
Watching what happens deeper under the hood is always cool.
Being a benchmark junkie, the price I paid for traceGL was worth it (I still have to use the plain old console.log and write code logic to filter stuff whenever there's a rendering problem though).
PayPal does not offer buyer protection for intangible goods. (kudos again for your ethics)
Maybe some negative PR wouldn't be so bad, it might have had reduced clients like the OP in the future.
      