Original Post
My game is using a voxel engine.
I need to add shading to the game because right now all the faces kinda blend togeather.
I found this screenshot online to show something like I want to do:

It seems that the light depends only on the faces direction.
In my game only visible faces are rendered.
The game will "render" each piece of the map to Vertex and Texture lists to draw.
What is the best way to implement shading, or lighting?
I was thinking have 6 vertex and texture arrays one for each direction.
The faces will add to the corresponding arrays.
At draw time before drawing, change the amount of light for each array (technically vector)
My game map is split into chunks.
Each chunk has it's own vertex and texture lists.
With the map having 11^3 chunks on screen at once will this be a large slowdown?
Ideas?
How should I implement this?
I need to add shading to the game because right now all the faces kinda blend togeather.
I found this screenshot online to show something like I want to do:

It seems that the light depends only on the faces direction.
In my game only visible faces are rendered.
The game will "render" each piece of the map to Vertex and Texture lists to draw.
What is the best way to implement shading, or lighting?
I was thinking have 6 vertex and texture arrays one for each direction.
The faces will add to the corresponding arrays.
At draw time before drawing, change the amount of light for each array (technically vector)
My game map is split into chunks.
Each chunk has it's own vertex and texture lists.
With the map having 11^3 chunks on screen at once will this be a large slowdown?
Ideas?
How should I implement this?