yMatrix4(camera.matrixWorldInverse).normalize();

      // get the dot product of camera relative direction to this position
      // on the globe with the direction from the camera to that point.
      // 1 = facing directly towards the camera
      // 0 = exactly on tangent of the sphere from the camera
      // < 0 = facing away
      const dot = tempV.dot(cameraToPoint);

      // if the orientation is not facing us hide it.
      if (dot > settings.maxVisibleDot) {
        elem.style.display = 'none';
