# One sided vertices in 3d graphics

**URL:** <https://discourse.processing.org/t/one-sided-vertices-in-3d-graphics/30922>\
**Category:** Coding Questions\
**Created:** [June 26, 2021, 3:04am UTC](https://discourse.processing.org/t/one-sided-vertices-in-3d-graphics/30922 "2021-06-26T03:04:02Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![SNICKRS](https://avatars.discourse-cdn.com/v4/letter/s/43a26b/32.png) [@SNICKRS](https://discourse.processing.org/u/SNICKRS)\
**Post date:** [June 26, 2021, 3:04am UTC](https://discourse.processing.org/t/one-sided-vertices-in-3d-graphics/30922/1 "2021-06-26T03:04:02Z")

</div>

Hello everyone, I recently starting coding a voxel game in processing. However, there is a lot of lag whenever rendering the cubes, say 1000 of them, because cube faces are being drawn that the player cannot see (the cubes are textured). I have tried many optimizations to weed out the unnecessary cube faces, which turns a filled-in mess of 1000 cubes into a hollow shell of 1000 cubes. However, there is still a lot of lag. I think that part of the problem is that textures are being drawn inside the cubes’ hollow shells. Textures are being drawn on the inside and outside of a cube. How would I make processing stop rendering textures on the inside of the cubes?
