How to split merged lines after been merged using mergeBufferGeometries?

Hello guys.There I get a situation: I use the “mergeBufferGeometries” to merge many lines, but I find them connected one by one, and I want them merged but not connected to each other. So how to figure it out?

            const g1 = new BufferGeometry();
            const points = [0, 2, 2, 2, 2, 0, 0, 2, -2, -2, 2, 0];

            g1.setAttribute(
                "position",
                new BufferAttribute(new Float32Array(points), 3)
            );
            g1.setIndex([0, 1, 2, 0, 2, 3]);
            g1.computeVertexNormals();

            const g2 = new BufferGeometry();
            const points2 = [0, -2, 2, 2, -2, 0, 0, -2, -2, -2, -2, 0];

            g2.setAttribute(
                "position",
                new BufferAttribute(new Float32Array(points2), 3)
            );
            g2.setIndex([0, 1, 2, 0, 2, 3]);
            g2.computeVertexNormals();

            const g3 = new BufferGeometry();
            const points3 = [4, -2, 3, 5, -1, 9, 9, -3, -7, 2, -8, 0];

            g3.setAttribute(
                "position",
                new BufferAttribute(new Float32Array(points3), 3)
            );
            g3.setIndex([0, 1, 2, 0, 2, 3]);
            g3.computeVertexNormals();

            const merge = mergeBufferGeometries([g1, g2, g3], false);

            const line = new Line(
                merge,
                new LineBasicMaterial({ color: "white" })
            );

Use LineSegments instead of Line. That means however you have to change your vertex data since a line segments consist of vertex pairs.

Besides, when rendering lines, calling computeVertexNormals() has no effect. You produce a normal attribute that is not going to be used in the shader.

You are right. LineSegments solved perfectly. Thanks.