Pixelated model rendering In Three.js when changing camera position via projectionMatrix

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I am using Google Maps Three.js overlay.

this.camera.projectionMatrix.fromArray(
  transformer.fromLatLngAltitude(this.anchor, this.rotation, this.scale)
)

In the Google provided example they are changing camera position via projection matrix.

For objects near to (0, 0, 0) rendering is pretty good, but when object is far from (0,0,0) (for example {x: -13604029, y: 6035046, z: 200}) I get very bed rendering because renderer thinks that object is not visible and pixeletes it.

How can I disable this optimization or how can I fix that?

You can see example here

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