The issue is as follows:
- When the entire scene is divided into a single tile, the foreground grass is displayed correctly, and occlusion checking works as expected.
- When the scene is divided into multiple tiles, the foreground grass disappears, and the background chair is displayed directly, causing occlusion to be handled incorrectly.
Possible cause: It seems that each tile is performing its own depth testing and sorting, rather than a global sorting mechanism for all tiles. How can we implement global sorting for all tiles in CesiumJS? Or is there an alternative solution to this issue?