JSFiddle - React, Tailwind, and code Playground

HTML

<script src="//cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>

JavaScript

var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 55, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.set( 4, 3, 10 );
 var renderer = new THREE.WebGLRenderer( { antialias: true } );
    renderer.setSize( window.innerWidth, window.innerHeight );
    renderer.setPixelRatio( window.devicePixelRatio );
    document.body.appendChild( renderer.domElement );


var ls = 100; // length segments
var ws = 2; // width segments, tracks

var lss = ls + 1;
var wss = ws + 1;

var faceCount = ls * ws * 2;
var vertexCount = lss * wss;

var g = new THREE.BufferGeometry( );

g.faceIndices = new Uint32Array( faceCount * 3 );
g.vertices = new Float32Array( vertexCount * 3 );

//g.normals = new Float32Array( vertexCount * 3 );
//g.uvs = new Float32Array( vertexCount * 2 );

g.setIndex( new THREE.BufferAttribute( g.faceIndices, 1 ) );
g.addAttribute( 'position', new THREE.BufferAttribute( g.vertices, 3 ).setDynamic( true ) );
//g.addAttribute( 'normal', new THREE.BufferAttribute( g.normals, 3 ).setDynamic( true ) );
//g.addAttribute( 'uv', new THREE.BufferAttribute( g.uvs, 2 ) );

var idxCount = 0;

for ( var j = 0; j < ls; j ++ ) {

	for ( var i = 0; i < ws; i ++ ) {

		// 2 faces / segment,  3 vertex indices
		a =  wss * j + i;
		b1 = wss * ( j + 1 ) + i;	// right-bottom
		c1 = wss * ( j + 1 ) + 1 + i;
		b2 = wss * ( j + 1 ) + 1 + i;	// left-top
		c2 = wss * j + 1 + i;
 
		g.faceIndices[ idxCount     ] = a; // right-bottom
		g.faceIndices[ idxCount + 1 ] = b1;
		g.faceIndices[ idxCount + 2 ] = c1;

		g.faceIndices[ idxCount + 3 ] = a; // left-top
		g.faceIndices[ idxCount + 4 ] = b2;
		g.faceIndices[ idxCount + 5 ] = c2;

		idxCount += 6;

	}

}

// write groups for multi material
/*
//Customize for different colored tracks.
for ( var f = 0, p = 0; f < faceCount; f ++, p += 3 ) {

	g.addGroup( p, 3, 1 );

}

*/

var x, y, z;
var vIdx = 0; 	// vertex index
var posIdx; // position  index

for ( var j = 0; j < lss; j ++ ) {  // length

	for (...