title: Wrong coordinates for bounding box in three.js
body: <p>I have some strange behaviour with bounding box in three.js.
  I use STLLoader and for some models everything works fine, but for some of them box is shifted.
  For example:</p>
  
  <p><a href="http://oi37.tinypic.com/35a1y4l.jpg" rel="nofollow">http://oi37.tinypic.com/35a1y4l.jpg</a>
  and 
  <a href="http://oi34.tinypic.com/4hf4tl.jpg" rel="nofollow">http://oi34.tinypic.com/4hf4tl.jpg</a></p>
  
  <p>Bounding box has right size and it's position is (0,0,0). The same position has loaded STL model.</p>
  
  <p>And here is my code:</p>
  
  <pre><code>function stlLoader() {
           var redPhongMaterial = new THREE.MeshPhongMaterial({ color: 0xFFEA32, side: THREE.DoubleSide, ambient:0x000000}); // yellow
              var stlLoader = new THREE.STLLoader();
              stlLoader.addEventListener('load', function (event) {
                      var stlGeometry = event.content;
                      var mesh = new THREE.Mesh(stlGeometry, redPhongMaterial);
                      mesh.scale.set(2, 2, 2);
                      mesh.castShadow = true;
                      mesh.receiveShadow = true;
                      stlGeometry.computeBoundingBox();
                      var boundingBox = mesh.geometry.boundingBox.clone();
                      drawBoundingBox(boundingBox, mesh.scale.x, mesh.scale.y, mesh.scale.z);
                      mesh.position.y = 0;
                      mesh.position.x = 0;
                      mesh.position.z = 0;
          scene.add( mesh );
                      loadComplete();
                  } );
              stlLoader.load( ptsfilestoload );
      }
  
      function drawBoundingBox(box, scaleX, scaleY, scaleZ)
      {
          var length = scaleX * (box.max.x - box.min.x);
          var height = scaleY * (box.max.y - box.min.y);
          var depth =  scaleZ * (box.max.z - box.min.z);
          var boundingBoxGeometry = new THREE.CubeGeometry( length, height, depth );
          for ( var i = 0; i &lt; boundingBoxGeometry.faces.length; i ++ ) 
          {
               boundingBoxGeometry.faces[i].color.setHex( Math.random() * 0xffffff );
          }
          var boundingBoxMaterial = new THREE.MeshBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors, transparent: true, opacity: 0.7 } );
          var boundingBoxMesh = new THREE.Mesh( boundingBoxGeometry, boundingBoxMaterial);
          scene.add( boundingBoxMesh );
      }
  </code></pre>
  
  <p>Or maybe this is problem with STLLoader? I'm really new to webgl and three.js so any help appreciated</p>