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
As far as I know, this is usually limited by the hardware and/or driver software (hardware is using 16-bit indices or such). Maybe Three.js just plays it safe and tries to makes sure your webgl-app works on all cards. Probably the best way is to break your models down into smaller chunks, this will make sure your app supports most if not all GPUs in use today.