There are many holes in the primitive created by EllipseGeometry

1. A concise explanation of the problem you’re experiencing.

i create a primitive by EllipseGeometry,and set viewer.scene.globe.depthTestAgainstTerrain=true; the primitive shows different way

the code is here https://sandcastle.cesium.com/#c=lVZtb9owEP4rEftAmDKHsmpSKVSr6DpVWttJZfuEtJnkErz5JbIdCp347zsHQkkbAvWHKPbd89xzvrOTOdXenMEjaG/oSXj0RmBYLsjPYs1vR8V0pKSlTIJud84n0vM2EGIikEBSrqZAYsjsbAzGXqboauwYtMaXodU5FKA5huIgUzvDUKddHKS7ZtsO55IpwyxT8l5+4ZxlRrEY/TeyRlRbfKPyI0m0EleQagDjfzhxZAGyuudJ16l8wbwWHFEBmhID1iXo/6s6uRFjBkxSp6D/pqhn3W6nSrfq1KQnVAz8llrNFs9pjTWVJlFaGALU2Dul7exHNlbXbAHxtUbRfs221GSJAaAwQ7Wcawx8BSXA6mVd4lhKi13wlqQ7wWsaA4Ld0j9KXy6YQbZer/Df48hks+OqMccbbDMqI+hVky2zLM112aYbn37JFRxRu0wzgUWYw2kl3vdyuS5QGO6WvL87CfbLKqWb/qtca1A0y4BqZ+3v6sIooBnll1tznUA3xMazFr4P5EZCp5pFfa/BxQ27zFBaO8nNDG5E2g6a3XPJisNwkLfoW8WVrggfuZWiaUfGFJMH3G6Z+pPWu0+9iCbJpNUJDjMzQVMnm4QxtTRkIg0jpiMOJJMHc1gdsBuVa1ev381u0ZP4VVanmKRgt4XZNd7ILLdeZdZppj5mb3ejb1+GpZArSGjOn/VUo58f5p9D1POMRcYKlBh7BBhPVsIVtV7sCBJNI1vsSOLuy7tcTPE2C72PZ+6iOo6uUGLseyfLj22AzEdmcbpuwxvXMchhYWFzDb0rv+ihwBzFU+4BiVmCRwWJClKi0+lb0JRnM+qKVIDpEVANqFZuGQ4gVs3mhobedyZWdadxdfBruvsPsr2aDaFx7D/f1J3zVtAaGLvkcLHGf2Yiww+sl2vuExJaEBnHzE04zaO/YElkjAs1CEvQIGZzj8XDSevF39Ck5UWcGoOWJOf8gT3BpHUxCNG/AsMujfH+uZ+D5nTpXGYnF9/Wi4SQQYjT1yirFJ9SvcP4Hw

3. Context. Why do you need to do this? We might know a better way to accomplish your goal.

is there any way to solve this?

This is happening due to z-fighting. You can fix it by moving the primitive a little bit off the ground, or I think by using a ground primitive (you can test this by creating an entity that’s clamped to the ground, which uses a ground primitive under the hood).