I am working on generating some custom terrain, and so far I have been able to create meshes and have them display in the correct locations. I am now encountering a problem ensuring the tiles render at appropriate zoom levels, specifically that tiles disappear when still at a relatively far zoom level. I have read the posts at https://cesiumjs.org/2013/04/25/Horizon-culling/ and https://cesiumjs.org/2013/05/09/Computing-the-horizon-occlusion-point/ and understand how to compute the horizon culling point.
What I am having trouble understanding is how the bounding sphere affects whether the tile is rendered. I was originally using a generic bounding sphere while working with the mesh encoding, which reasonably made all tiles vanish at the same level of zoom. I have since begun using a sphere which should bound the whole tile volume, with the center between the horizontal and vertical edges, and between the minimum and maximum height. However, this seems to be causing the tile to not render at all.
Any direct insight into the issue I am having or links to documentation on how the bounding sphere of a quantized-mesh tile affects rendering would be greatly appreciated.