Three.js says that can\'t be loaded more than 65k vertices. In my pure webgl application, it doesn\'t say anything, but it doesn\'t show the entire object when I try big obj
You can draw vertices using either drawElements (which traverses an array of indices into an array of vertices) or drawArrays, which traverses an array of vertices directly.
There doesn't seem to be any limit on the number of vertices in an attribute buffer when you use drawArrays. Using drawArrays is possibly less desirable because for a typical mesh you have to specify each vertex every time it appears in a primitive. On the other hand, depending on your scene, this may be an easy way of reducing the number of WebGL calls.
I mention this only because after reading this question and its accepted answer I assumed for a long time that the number of vertices in a drawArrays was also limited to 65K. By accident I discovered it wasn't, and ended up getting a large speedup by aggregating objects with common materials into single vertex arrays (thus getting around the per-buffer performance overheads that seem to currently burden ANGLE implementations).