title: Debugging low FPS in Three.js
body: <p>I'm working on a Three.js WebGL scene and am noticing 60 FPS when I'm zoomed out so that all observations (~20,000 triangles) are in view, but very low FPS when I'm zoomed in so that only a small subset of the triangles are in view.</p>
  
  <p>I'd like to figure out what's causing this discrepancy. My intuition is that the opposite would be true: I'd assume when the user is zoomed in the near and far clipping planes would remove many triangles from the scene which would increase FPS. I want to figure out why this intuition is wrong in this scene.</p>
  
  <p>How can one identify the full stack of calls used within a three.js program? Ideally I'd like to identify all the function / method calls and the time required to execute that function so that I can try and figure out which portion of the shaders I'm working on are killing the FPS when the user is zoomed in.</p>