Currently, I have drawn two lines on the screen that have the same color but both have an alpha value less than 1. When these lines intersect, the intersection is different from the rest of the lines. There was a previous post devoted to the same problem: quick drawing of translucent lines, how to make overlapping parts not dark? However, there are not enough replies to this post. I am drawing lines currently as follows:
var points = [CGPoint]() points = [CGPoint(x: -100, y: 100), CGPoint(x: 100, y: -100)] let FirstLine = SKShapeNode(points: &points, count: points.count) FirstLine.strokeColor = UIColor.init(red: 0.25, green: 0.62, blue: 0.0, alpha: 0.5) FirstLine.lineWidth = 30 addChild(FirstLine) points = [CGPoint(x: 100, y: 100), CGPoint(x: -100, y: -100)] let SecondLine = SKShapeNode(points: &points, count: points.count) SecondLine.strokeColor = UIColor.init(red: 0.25, green: 0.62, blue: 0.0, alpha: 0.5) SecondLine.lineWidth = 30 addChild(SecondLine)
Here's what it looks like: 
I understand why this happens, but is there a way to make the intersection the same so that it looks much better?
Edit: I decided to implement @Confused answer. However, the problem now is that the texture is always centered to the middle of the screen. This is an example:

The red cross is in the correct position, since it connects the indicated points together. However, as soon as I make a red cross texture, it is always centered towards the middle of the screen (green cross - red cross as a texture). Can I use any code that could move the texture to the correct position. Note: this code cannot work only in this example, I need one that works all the time regardless of the position of the red cross.
FINAL EDIT FOR PEOPLE WITH THE SAME PROBLEM
First set it up like this:
var points = [CGPoint]() let crossParent = SKNode() addChild(crossParent)
Pay attention to THAT YOU SHOULD create a parent SKNode for the texture, otherwise everything on the screen will become the texture, not just the node you want. Then add the parent node element to the scene.
Then create the necessary lines (in this case, the green cross):
Remember to NOT add the first line created in the scene, but rather to the original SKNode that you created at the beginning. Also set the alpha value to 1.0 for each line you draw. Then add the other lines:
Note that you MUST add this line to the first line like this, and not to the scene. If you add more than one line after adding the first line, add it to the first line, as I did here for every sequence that you add.
Now create the texture as follows:
let tex = view?.texture(from: FirstLine) let cross = SKSpriteNode(texture: tex, color: .clear, size: (tex?.size())!) cross.alpha = 0.5 addChild(cross)
After that, everything that you call a cross will be your texture, and you can change the alpha value, as I did here, to whatever you like, and the image will not have different colors. Remember to add texture to the scene.
Finally, you may notice that the texture is not in the place where you originally set the dots. You can return it to the same position as this:
cross.position = CGPoint(x: (FirstLine.frame.midX), y: (FirstLine.frame.midY))
Hope this helps :) Thanks @Confused for the texture part of the program: D