Ah I see, thanks.
Just for more info, the use-case and workflow here consists of a given set of polylines (with only a start and end point), and then for each polyline a number of points between each start and end point are generated. The result is returned as a single polyline where each path corresponds to the result of the respective generated polyline (more specifically the only path of the generated polyline).
E.g. result_polyline = [ [startPtA, a, b, c, d, ..., endPtA], [startPtB, a, b, c, d, ..., endPtB], ... ] where a, b, c, and d are the generated points.
Furthermore, the ability to select and highlight a single path, as well as the entire resulting polyline is desired. Therefore, the current approach is to generate a mesh for each path, and a single LineSymbol3DLayer for the entire polyline which runs along the top.
Given this, is there a better approach, especially considering that each path may contain several hundred points? Otherwise, the current approach locks up the UI while attempting to generate and render the paths, even after using the async methods.
Separately, I noticed that there are sections where the bottom clips through the ground for very long distances. For example, in the image below I have only modified the endPoint.y, and the ground is followed only for a bit on the right side of the image. I believe this may be because of the way that the top and bottom coordinates are calculated?