There are a lot of dirty spots where the segments themselves overlap.
addCurveBezier() {
var curve = new THREE.CubicBezierCurve(
... ... // random vectors
);
var points = curve.getPoints( 50 );
// debugger
var geometryBuff = new THREE.BufferGeometry().setFromPoints( points );
let geometry = new THREE.Geometry().fromBufferGeometry(geometryBuff);
let line = new MeshLine.MeshLine()
let material = new MeshLine.MeshLineMaterial({
sizeAttenuation: true,
color: 'blue',
lineWidth: 20,
overdraw: true,
depthTest: false,
transparent: true,
opacity: 0.5,
blending: THREE.NormalBlending,
resolution: new THREE.Vector2(canvasW, canvasH)
})
line.setGeometry(geometry)
let meshLine = new THREE.Mesh( line.geometry, material )
// Create the final object to add to the scene
var curveObject = new THREE.Line( geometry, material );
// debugger
scene.add(meshLine)
}
There are a lot of dirty spots where the segments themselves overlap.