У вашего броузера проблема в совместимости с HTML5
In this next video I have applied an efficiency step to reduce drawing loads and speed up frame rates; frustum culling.
This involves calculating the plane equations for the 6 planes that extend from your camera view; i.e. left, right, top , bottom, near and far.
This information is calculated from the model-view matrix.
Armed with these 6 planes you can query if some geometry you are drawing is within the camera view. Simply; draw what you see and anything behind, left or right of the camera you ignore.
I also applied this principle to the Airbus. In the render info section you can see when and when not I am rendering the Airbus.
I also applied some stitching to the tiles to get rid of tears in the scenery.
The last stage for this work before I work on improving the scenery and water is to address the issue of terrain popping.
This happens when a terrain tile is switched from less detail to more detail or vice versa.
In this video we move over southern Spain. I also attach the next tile in northern Morocco and move over the city of Tangier s.