Let's say you want to draw a line or a circle, not a wireframe [page:Mesh]. First we need to set up the [page:WebGLRenderer renderer], [page:Scene scene] and camera (see the Creating a scene page).
Here is the code that we will use:
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 500 );
camera.position.set( 0, 0, 100 );
camera.lookAt( 0, 0, 0 );
var scene = new THREE.Scene();
Next thing we will do is define a material. For lines we have to use [page:LineBasicMaterial] or [page:LineDashedMaterial].
//create a blue LineBasicMaterial
var material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
After material we will need a [page:Geometry] or [page:BufferGeometry] with some vertices (it's recommended to use a BufferGeometry as it's more performant, however for simplicity we'll use a Geometry here):
var geometry = new THREE.Geometry();
geometry.vertices.push(new THREE.Vector3( -10, 0, 0) );
geometry.vertices.push(new THREE.Vector3( 0, 10, 0) );
geometry.vertices.push(new THREE.Vector3( 10, 0, 0) );
Note that lines are drawn between each consecutive pair of vertices, but not between the first and last (the line is not closed.)
Now that we have points for two lines and a material, we can put them together to form a line.
var line = new THREE.Line( geometry, material );
All that's left is to add it to the scene and call [page:WebGLRenderer.render render].
scene.add( line );
renderer.render( scene, camera );
You should now be seeing an arrow pointing upwards, made from two blue lines.