# How to hide one side of a vertex?

**URL:** https://discourse.processing.org/t/how-to-hide-one-side-of-a-vertex/34857
**Category:** Coding Questions
**Created:** [January 26, 2022, 10:52pm UTC](https://discourse.processing.org/t/how-to-hide-one-side-of-a-vertex/34857 "2022-01-26T22:52:40Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![xerneas02](https://yyz2.discourse-cdn.com/flex036/user_avatar/discourse.processing.org/xerneas02/32/15572_2.png) [@xerneas02](https://discourse.processing.org/u/xerneas02)
#### Post date: [January 26, 2022, 10:52pm UTC](https://discourse.processing.org/t/how-to-hide-one-side-of-a-vertex/34857/1 "2022-01-26T22:52:40Z")

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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.

 ![55](https://canada1.discourse-cdn.com/flex036/uploads/processingfoundation1/original/2X/d/dff01f2aaaa7adf5928e66de96e4f864c21920fc.png)

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

```auto
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();
   }

```

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<div class="post-metadata">

### Author: ![garrettlynch](https://yyz2.discourse-cdn.com/flex036/user_avatar/discourse.processing.org/garrettlynch/32/19853_2.png) [@garrettlynch](https://discourse.processing.org/u/garrettlynch)
#### Post date: [February 6, 2022, 2:06pm UTC](https://discourse.processing.org/t/how-to-hide-one-side-of-a-vertex/34857/2 "2022-02-06T14:06:16Z")

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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](https://forum.processing.org/two/discussion/8582/one-sided-ellipse)
