Two ribbon with same z, they covered each other - webgl

I'm drawing map roads with THREE.Ribbon, every road has border with different color, so I use two ribbons, one is wider with the color of border, one is narrower, then I can achieve my purpose.
I also draw cap on two ends of ribbon with circles, certainly draw two circles, the smaller one covers bigger one, just like linecap in canvas2D.
I can't use THREE.Line as my alternative, because the maximum value of width of Line is 1 in my webgl.
My codes are just like this:
var circleShape = new THREE.Shape();
var circleRadius = lineWidth/2;
circleShape.moveTo( 0, circleRadius );
circleShape.quadraticCurveTo( circleRadius, circleRadius, circleRadius, 0 );
circleShape.quadraticCurveTo( circleRadius, -circleRadius, 0, -circleRadius );
circleShape.quadraticCurveTo( -circleRadius, -circleRadius, -circleRadius, 0 );
circleShape.quadraticCurveTo( -circleRadius, circleRadius, 0, circleRadius );
var circle = new THREE.ShapeGeometry( circleShape);
var material = new THREE.MeshBasicMaterial( { color: color, depthWrite: false} );
var mesh = new THREE.Mesh( circle, material );
this.parent.add( mesh );
var material = new THREE.MeshBasicMaterial( { color: widerColor, depthWrite: false} );
var widerRibbon = new THREE.Ribbon( widerGeometry, material );
this.parent.add( widerRibbon );
var material = new THREE.MeshBasicMaterial( { color: narrowerColor, depthWrite: false} );
var narrowerRibbon = new THREE.Ribbon( narrowerGeometry, material );
this.parent.add( narrowerRibbon );
My logic is the latter will cover the former. so narrower ribbon will cover wider ribbon, ribbon will cover half of circle.
My difficulty:
The consequence is they cover each other(without depthWrite:false).
I have found that THREE.MeshBasicMaterial can set depthWrite to false, I add it, then I find that narrower ribbon covered wider ribbon successfully, but what is weird is the cap on the ends of ribbon seems abnormal, when I look at the ribbon right on top, it works well, but when I look it with a angle, I find that the ribbon can't cover circle.
I don't know how to deal this issue, I just want the later drawing covers the former drawing when they all have same z coordinate.
Thanks for your guidance!

If you want to use "painter's algorith" (whatevr is painted last is always what you see), just turn Z off in the material(s). This is, set the "depthTest" attribute to false when declaring the material

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Yes, this is a known, and long-standing, WebGLRenderer issue.
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As a work-around, you could have a different material for each face, with only certain materials receiving shadows.
three.js r.71

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