Most efficient and reversible way of making a mesh's triangle invisible ?

As the title states, what is the best way on a mesh to make certain triangles invisible, if possible without altering the vertice’s position.

The context : a 2D minecraft clone, the mesh is a grid of 8*8 quads that fills the screen. I assign the uv to the mesh based on the terrain. For all solid blocks, it works and I get exactly what I want. However, when it comes to transparent blocks, I simply can’t get it to work. I tried assigning the uv to a part of the texture that has an alpha of 0, but the result is just a solid gray block.

Any help is greatly appreciated
Tabc3dd

I would guess you’re not using a shader that uses transparency. Another, possibly more efficient, method would be to reverse the winding order of the triangles, since they’re invisible from the back (assuming you’re using a shader which culls backfaces).

–Eric

Thank you once again Eric