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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.



So, this is basically the most compact form of three.js-boilerplate 
I could come up with. 

To write a demo, only a single function needs to be defined. This function will do all setup-work and return another function that 
will be called for every animationFrame rendererd.



              body { margin: 0; overflow: hidden; background-color: black; }
canvas { width: 100vw; height: 100vh; }


              function creatingLine() {
    const line = createLine({
          url: "",
          lineHeight: 0.2,
          repeatFactor: 1
    const fromX = 0
    const fromZ = 0
    const toX = 10
    const toZ = 5
    line.changePosition({ fromX, fromZ, toX, toZ })

    // axes
    const axesFrom = new THREE.AxesHelper(5)
    axesFrom.position.set(fromX, 0, fromZ)
    const axesTo = new THREE.AxesHelper(5)
    axesTo.position.set(toX, 0, toZ)

function createLine({ scene, url, repeatFactor, lineHeight, offsetX = 0.025, intervalMs=10 }) {
    const textureLoader = new THREE.TextureLoader()
    const texture = textureLoader.load(url)
    const width = 1
    const height = lineHeight
    const geometry = new THREE.PlaneBufferGeometry(width, height)
    const material = new THREE.MeshBasicMaterial({
      color: 0xffffff,
      map: texture,
      transparent: true
    const mesh = new THREE.Mesh(geometry, material)
    texture.wrapS = texture.wrapT = THREE.RepeatWrapping
    mesh.rotation.x = -Math.PI / 2
    mesh.position.x = width / 2
    const line = new THREE.Group()
    const tween = setInterval(() => {
      texture.offset.x -= offsetX
    }, intervalMs)

    return {
      changePosition: ({ fromX, fromZ, toX, toZ }) => {
        const fromVector = new THREE.Vector2(fromX, fromZ)
        const toVector = new THREE.Vector2(toX, toZ)
        const distance = fromVector.distanceTo(toVector)
        const scaleFactorX = distance / mesh.geometry.parameters.width
        line.position.x = fromX
        line.position.z = fromZ
        line.scale.set(scaleFactorX, 1, 1)
        texture.repeat.set(distance * repeatFactor, 1)
        line.rotation.y = -Math.atan2(toZ - fromZ, toX - fromX)
      destroy: () => {


const cameraPosition = 30
const scene = new THREE.Scene()
const renderer = new THREE.WebGLRenderer({ alpha: true, antialias: true })
const camera = new THREE.PerspectiveCamera(
    20, // fov
    window.innerWidth / window.innerHeight, // aspect
    1, // near
    999999 // far
camera.position.set(cameraPosition, cameraPosition, cameraPosition)
camera.lookAt(new THREE.Vector3(0, 0, 0))
renderer.setSize(window.innerWidth, window.innerHeight)

// geometry
scene.add(new THREE.GridHelper(50, 100, 0xaaaaaa, 0x999999))

// lights
const dirLight = new THREE.DirectionalLight()
dirLight.position.set(1, 0.4, 0.2)
scene.add(dirLight, new THREE.AmbientLight(0x444444))

function animate(time) {
    renderer.render(scene, camera)