three.js shape to line

shape to line seems to be missing a segment

by wilt

HTML

<script src="http://threejs.org/build/three.min.js"></script>

CSS

body {
  background-color: #000;
  margin: 0px;
  overflow: hidden;
}

JavaScript

// three.js info box follows shape
var renderer, scene, camera;
var angle = 0;

init();
animate();

function init() {
  // info
  var info = document.createElement('div');
  info.style.position = 'absolute';
  info.style.top = '30px';
  info.style.width = '100%';
  info.style.textAlign = 'center';
  info.style.color = '#fff';
  info.style.fontWeight = 'bold';
  info.style.backgroundColor = 'transparent';
  info.style.zIndex = '1';
  info.style.fontFamily = 'Monospace';
  info.innerHTML = "three.js - info box follows shape";
  document.body.appendChild(info);

  // info
  box = document.createElement('div');
  box.style.position = 'absolute';
  box.style.left = '30px';
  box.style.width = '80px';
  box.style.top = '30px';
  box.style.textAlign = 'center';
  box.style.color = 'Black';
  box.style.fontWeight = 'bold';
  box.style.backgroundColor = 'White';
  box.style.zIndex = '1';
  box.style.fontFamily = 'Monospace';
  box.innerHTML = "info box";
  document.body.appendChild(box);

  // renderer
  renderer = new THREE.WebGLRenderer();
  renderer.setPixelRatio(window.devicePixelRatio);
  renderer.setSize(window.innerWidth, window.innerHeight);
  document.body.appendChild(renderer.domElement);

  // scene
  scene = new THREE.Scene();

  // camera
  camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 10000);
  camera.position.set(0, 0, 1000);

  // geometry
  var geometry = new THREE.SphereGeometry(60);

  // material
  var material = new THREE.MeshBasicMaterial({
    color: 0xff0000
  });

  // mesh
  mesh = new THREE.Mesh(geometry, material);
  mesh.position.set(50, 50, 0);
  scene.add(mesh);
}

function getScreenPosition(position, camera) {
  var canvas = renderer.domElement;
  var width = canvas.width;
  var height = canvas.height;

  // project position
  var vector = position.clone().project(camera);

  // find x,y position on screen
  vector.setX(Math.round((vector.x + 1) * width / 2));
  vector.setY(Math.round((-vector.y + 1) *...