Does this below make sense:
In the meantime I went back one version, and redid all changes and now it seems to work. No idea why ...
Graphics Feature Status
Canvas: Hardware accelerated
Flash: Hardware accelerated
Flash Stage3D: Hardware accelerated
Flash Stage3D Baseline profile: Hardware accelerated
Compositing: Hardware accelerated and threaded
Rasterization: Software only, hardware acceleration unavailable
Threaded Rasterization: Disabled
Video Decode: Hardware accelerated
Video Encode: Hardware accelerated
WebGL: Hardware accelerated
Driver Bug Workarounds
clear_uniforms_before_first_program_use
disable_d3d11
exit_on_context_lost
texsubimage2d_faster_than_teximage2d
Problems Detected
GPU rasterization is whitelisted on N4, N5, N7 and Moto X: 362779
Disabled Features: gpu_rasterization
Additional GPU rasterization whitelist for field trial: 380694
Disabled Features: gpu_rasterization_field_trial
Some drivers are unable to reset the D3D device in the GPU process sandbox
Applied Workarounds: exit_on_context_lost
TexSubImage2D() is faster for full uploads on ANGLE
Applied Workarounds: texsubimage2d_faster_than_teximage2d
Clear uniforms before first program use on all platforms: 124764, 349137
Applied Workarounds: clear_uniforms_before_first_program_use
Using D3D11 causes browser crashes on certain Intel GPUs: 310808
Applied Workarounds: disable_d3d11
Threaded rasterization has not been enabled or is not supported by the current system.
Disabled Features: threaded_rasterization
Version Information
Data exported 10/1/2014 1:26:22 PM
Chrome version Chrome/37.0.2062.124
Operating system Windows NT 6.1 SP1
Software rendering list version 8.8
Driver bug list version 7.2
ANGLE commit id f4126d2b9eb0
2D graphics backend Skia
Command Line Args