             ob.data.draw_method = @context.render_manager.gl.LINES
             ob.rotation_order = 'Q'
             ob._update_matrices()
+            ob.radius = height * 0.5
         return ob
 
     # @nodoc

        @line = new @context.Mesh
        d = [0,0,0,  0,0,1]
        @line.load_from_lists d, [0,1]

        @cross3d = new @context.Mesh
        d = [-1,0,0,  1,0,0, 0,-1,0,  0,1,0, 0,0,-1,  0,0,1, ]

                {varname: 'discontinuity', value: @discontinuity}
            ]
        }
        @px_size = vec2.create()
        @material_wide_line = new @context.Material '_debug_wl', {
            material_type: 'PLAIN_SHADER'
            vertex: """
                precision highp float;
                precision highp int;
                uniform mat4 model_view_matrix;
                uniform mat4 projection_matrix;
                attribute vec3 vertex;
                uniform vec2 discontinuity;
                uniform vec2 px_size;
                varying vec2 vardiscont;
                void main()
                {
                    vec4 pos = projection_matrix * model_view_matrix * vec4(0., 0., vertex.z, 1.0);
                    vardiscont = vec2(
                        vertex.z * discontinuity.x - vertex.z * (1.-discontinuity.y),
                        discontinuity.y
                    );
                    pos.xy += vertex.xy * px_size;
                    pos.z -= 0.0005;
                    gl_Position = pos;
                }"""
            fragment: """
                precision mediump float;
                uniform vec4 color;
                varying vec2 vardiscont;
                void main(){
                    if(vardiscont.x-floor(vardiscont.x) > vardiscont.y) discard;
                    gl_FragColor = color;
                }"""
            uniforms: [
                {varname: 'color', value: @color}
                {varname: 'discontinuity', value: @discontinuity}
                {varname: 'px_size', value: @px_size}
            ]
        }

        for k,ob of this when ob.type == 'MESH'
            ob.elements = []
