I just ran into this issue, which WebGL deals with silently: http://stackoverflow.com/questions/4998278/is-there-a-limit-of-vertices-in-webgl
The only data types accepted by WebGL (and OpenGL ES 2.0) for indices are unsigned bytes and unsigned shorts. Since an unsigned short has a range of 0-65535, this means that if you are using gl.DrawElements (which most frameworks do) you can only reference 65k vertices per draw call. This is almost certainly where the three.js restriction comes from. Please note that you can have a lot more than 65k triangles in one draw call, as long as they only share 65k verts.
If you use non-indexed geometry (gl.DrawArrays), you can have a lot more vertices per-call, but bear in mind that almost always have to repeat some of them. I think in most cases the reduction in GPU memory usage will justify splitting up the draw calls.
It'd be nice if gl-vao (or maybe just gl-geometry) gave you a heads up about this and suggested some workarounds (i.e. splitting the mesh into multiple draw calls, unindexing it, or using the OES_element_index_uint extension).
I just ran into this issue, which WebGL deals with silently: http://stackoverflow.com/questions/4998278/is-there-a-limit-of-vertices-in-webgl
It'd be nice if
gl-vao(or maybe justgl-geometry) gave you a heads up about this and suggested some workarounds (i.e. splitting the mesh into multiple draw calls, unindexing it, or using theOES_element_index_uintextension).