xture(canvas);
    // because our canvas is likely not a power of 2
    // in both dimensions set the filtering appropriately.
    texture.minFilter = THREE.LinearFilter;
    texture.wrapS = THREE.ClampToEdgeWrapping;
    texture.wrapT = THREE.ClampToEdgeWrapping;

    const labelMaterial = new THREE.SpriteMaterial({
      map: texture,
      transparent: true,
    });
    const bodyMaterial = new THREE.MeshPhongMaterial({
      color,
      flatShading: true,
    });

    const root = new THREE.Object3D();