There's no direct way to tell WebGL to "draw a Curve". Just triangles (and lines).
So I think your general approach (Estimate length, divide for desired smoothness, walk the curve) will be good.
You could use a Vertex Shader to do some of the calculations, though. Depending on your data set, and how much it changes, it might be a win.
In WebGL, the vertex shader takes a list of points as input, and produces a same-sized list of points as output, after some transformation. The list cannot change size, so you'll need to figure out the number of subdivisions up in JS land.
The vertex shader could calculate the curve positions, if you assigned each point an attribute "t" between 0 and 1 for the parametric version of the Bezier. Might be handy.
From wikipedia,
As for Bezier length, if we describe it as (p0, p1, p2, p3) where p0 and p3 are the end points and p1 and p2 are the control points, we can quickly say that the Bezier length is at least dist(p0,p3)
, and at most dist(p0,p1)+dist(p1,p2)+dist(p2,p3)
.
Could make a fast-guess based on that.
A more thorough discussion for numerical solution is at https://math.stackexchange.com/questions/338463/length-of-bezier-curve-with-simpsons-rule.
There's no closed form solution.
Possibly of interest, I rendered a little Bezier animation for a blog post