A beam deposits light per unit TIME, not per unit length. Where a trace moves slowly it burns; where it moves fast it stretches the same energy over more pixels and dims. A stroked polyline has one opacity along its whole length, so it inverts that: it is brightest, in appearance, exactly where a real beam is faintest. Both instruments below are reading the same square wave. <ov-wave> is still the default and should stay it; reach for the scope when the SHAPE of the signal is the reading, because that is when the dwell cue carries information rather than atmosphere.
A waterfall's colour map decides what a reader believes they can see. A rainbow invents structure: its sharp perceptual edges at yellow and cyan read as boundaries in the DATA when they are boundaries in the PALETTE, and it is not monotonic in lightness, so a greyscale print or a colourblind reader gets a different picture entirely. Every map below is monotonic: brighter always means more. The instruments also print the floor they are drawing to, because clipping quiet to black without saying so hides the difference between quiet and nothing, and draw unmeasured lines as unwritten rather than as zero.
import 'overscan'
import 'overscan/overscan.css'
<ov-scope
source="square"
sweeps="16"
window="160"
></ov-scope>import { OvScope } from 'overscan/react'
<OvScope
source="square"
sweeps="16"
window="160"
/>import { OvScope } from 'overscan/vue'
<OvScope
source="square"
sweeps="16"
window="160"
/>import OvScope from 'overscan/svelte/OvScope.svelte'
<OvScope
source="square"
sweeps="16"
window="160"
/>import 'overscan'
import 'overscan/overscan.css'
<ov-scope
source="dead"
sweeps="16"
></ov-scope>import { OvScope } from 'overscan/react'
<OvScope
source="dead"
sweeps="16"
/>import { OvScope } from 'overscan/vue'
<OvScope
source="dead"
sweeps="16"
/>import OvScope from 'overscan/svelte/OvScope.svelte'
<OvScope
source="dead"
sweeps="16"
/>