How to hide one side of a vertex?

Hello,
I am working on little 3D project in processing and to do so i have create a cube using vertex (i don’t use box cause i want to be able to hide each face of the cube indivdualy) and i was wondering if it’s possible to render only one side of a vertex cause i don’t need to render the side inside of the cube.
I want to hide the face inside to optimize the performance so if you have any idea that could work I am curious.

ps : i am frensh so if my english is weird by momment i am sorry.

public void display()
   {              
          beginShape();          
          texture(img);
          vertex(coBlock.x, coBlock.y+size, coBlock.z, coTexture.x, coTexture.y);  
          vertex(coBlock.x+size, coBlock.y+size, coBlock.z, coTexture.x, coTexture.y+sizeTexture);
          vertex(coBlock.x+size, coBlock.y+size, coBlock.z+size, coTexture.x+sizeTexture, coTexture.y+sizeTexture);
          vertex(coBlock.x, coBlock.y+size, coBlock.z+size, coTexture.x+sizeTexture, coTexture.y);
          endShape();

          beginShape();
          texture(img);
          vertex(coBlock.x, coBlock.y, coBlock.z, coTexture.x+sizeTexture, coTexture.y+sizeTexture);  
          vertex(coBlock.x+size, coBlock.y, coBlock.z, coTexture.x+sizeTexture*2, coTexture.y+sizeTexture);
          vertex(coBlock.x+size, coBlock.y+size, coBlock.z, coTexture.x+sizeTexture*2, coTexture.y);
          vertex(coBlock.x, coBlock.y+size, coBlock.z, coTexture.x+sizeTexture, coTexture.y);
          endShape();

          beginShape();
          texture(img);
          vertex(coBlock.x, coBlock.y, coBlock.z, coTexture.x+sizeTexture*2, coTexture.y+sizeTexture);  
          vertex(coBlock.x, coBlock.y+size, coBlock.z, coTexture.x+sizeTexture*2, coTexture.y);
          vertex(coBlock.x, coBlock.y+size, coBlock.z+size, coTexture.x+sizeTexture*3, coTexture.y);
          vertex(coBlock.x, coBlock.y, coBlock.z+size, coTexture.x+sizeTexture*3, coTexture.y+sizeTexture);
          endShape();

          beginShape();
          texture(img);
          vertex(coBlock.x+size, coBlock.y, coBlock.z, coTexture.x+sizeTexture*3, coTexture.y+sizeTexture);  
          vertex(coBlock.x+size, coBlock.y+size, coBlock.z, coTexture.x+sizeTexture*3, coTexture.y);
          vertex(coBlock.x+size, coBlock.y+size, coBlock.z+size, coTexture.x+sizeTexture*4, coTexture.y);
          vertex(coBlock.x+size, coBlock.y, coBlock.z+size, coTexture.x+sizeTexture*4, coTexture.y+sizeTexture);
          endShape();
          
          beginShape();
          texture(img);
          vertex(coBlock.x, coBlock.y, coBlock.z+size, coTexture.x+sizeTexture*4, coTexture.y+sizeTexture);  
          vertex(coBlock.x+size, coBlock.y, coBlock.z+size, coTexture.x+sizeTexture*5, coTexture.y+sizeTexture);
          vertex(coBlock.x+size, coBlock.y+size, coBlock.z+size, coTexture.x+sizeTexture*5, coTexture.y);
          vertex(coBlock.x, coBlock.y+size, coBlock.z+size, coTexture.x+sizeTexture*4, coTexture.y);
          endShape();
          
          beginShape();
          texture(img);
          vertex(coBlock.x, coBlock.y, coBlock.z, coTexture.x+sizeTexture*5, coTexture.y);  
          vertex(coBlock.x+size, coBlock.y, coBlock.z, coTexture.x+sizeTexture*6, coTexture.y);
          vertex(coBlock.x+size, coBlock.y, coBlock.z+size, coTexture.x+sizeTexture*6, coTexture.y+sizeTexture);
          vertex(coBlock.x, coBlock.y, coBlock.z+size, coTexture.x+sizeTexture*5, coTexture.y+sizeTexture);
          endShape();
   }

You can certainly do this in opengl there are options to cull faces and only show front faces. Have a look at the answer here, which seems to use this solution: One-sided ellipse? - Processing 2.x and 3.x Forum