title: three.js error when creating massive amount of point lights
body: <pre><code>//////stars
  for (let index = 0; index &lt; 1000; index++) {
      const stargeometry = new THREE.SphereGeometry(1, 24, 24); //make star sphere size
      const starmaterial = new THREE.MeshStandardMaterial({ color: 0xffffff }); //make star texture
      const star = new THREE.Mesh(stargeometry, starmaterial); //creat the star
  
      const [starx, stary, starz] = Array(3).fill().map(() =&gt; THREE.MathUtils.randFloatSpread(10000));//star random position from -x to positive x
      star.position.set(starx, stary, starz); //set the stars
      this.scene.add(star);//add the stars to the scene
  
      const light = new THREE.PointLight(0xffffff, 2, 50 );
      light.position.set( starx, stary, starz );
      this.scene.add( light );
  }
  </code></pre>
  <p><strong>The error given by chrome</strong></p>
  <blockquote>
  <p>THREE.WebGLProgram: shader error:  0 35715 false gl.getProgramInfoLog Fragment shader is not compiled.</p>
  </blockquote>
  <p>**Updates: **</p>
  <p>at <em><strong>index&lt;100</strong></em> the code runs smoothly generating the stars with their      respective point lights</p>
  <p>at <em><strong>index&lt;200</strong></em> the loading process is increased dramatically</p>
  <p>at <em><strong>index&lt;300 and above</strong></em> it just gives up and outputs the error.</p>