However - the simplest example code crashes Ejecta in glDrawElements, which I think is due to a VBO not being bound. I randomly tried adding this code:
// If we don't do this we get EXC_BAD_ACCESS in glDrawElements in Ejecta box.convertToUnIndexedMesh()
And now the example scene runs perfectly. I don’t know enough about the babylon internals to know what could be causing this - any pointers as to what could be causing the optimized mesh to crash the WebGL engine but the unindexed mesh works correctly?