There are plenty of ways to make hardware accelerated plugins safe (most run in a sandbox that wraps the OpenGL or DirectX calls). One method is only play them from trusted sites, as you only install apps on your desktop or mobile that you trust. The other is run the process like chrome where it only crashes the plugin, not the browser.
Hardware acceleration is used in many plugins (even Quicktime, Windows Media, etc) and gaming plugins like Unity3D, Director, Java (with processing and GL libraries).
Unless you like hearing your processor spin to death taking days of life out of it, you too should be for hardware accelerated plugins. They are no different than applications that you have to trust.
In fact WebGL is another and O3D is another example of hardware acceleration in a wrapper where what you can use is strictly limited to graphics acceleration.
Hardware acceleration is used in many plugins (even Quicktime, Windows Media, etc) and gaming plugins like Unity3D, Director, Java (with processing and GL libraries).
Unless you like hearing your processor spin to death taking days of life out of it, you too should be for hardware accelerated plugins. They are no different than applications that you have to trust.
In fact WebGL is another and O3D is another example of hardware acceleration in a wrapper where what you can use is strictly limited to graphics acceleration.