diff --git a/public/1-Cube.html b/public/1-Cube.html
index 31107e4bad266a70fb4a514ebc31995723eda19e..959609781bef74af70c4a936f7c0613cdd0cf916 100644
--- a/public/1-Cube.html
+++ b/public/1-Cube.html
@@ -4,7 +4,7 @@
   <meta charset="UTF-8">
   <meta name="viewport"
         content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0">
-  <title>Earth Globe Demo</title>
+  <title>Cube Demo</title>
 
   <!-- three.js -->
   <script src="https://unpkg.com/three@0.126.0/build/three.js"></script>
@@ -13,7 +13,7 @@
 
 <!-- Starting an immersive WebXR session requires user interaction.
     We start this one with a simple button. -->
-<button onclick="activateXR()">Start Earth Globe Demo</button>
+<button onclick="activateXR()">Start Cube Demo</button>
 <script>
 async function activateXR() {
   // Add a canvas element and initialize a WebGL context that is compatible with WebXR.
@@ -23,65 +23,68 @@ async function activateXR() {
 
   const scene = new THREE.Scene();
 
-  // Load the texture for the Earth globe.
-  const textureLoader = new THREE.TextureLoader();
-  const texture = textureLoader.load('earth_texture.jpg');
-
-  // Create the Earth sphere and add it to the demo scene.
-  const sphere = new THREE.Mesh(
-    new THREE.SphereBufferGeometry(0.5, 64, 64),  // Adjust the radius as needed.
-    new THREE.MeshBasicMaterial({ map: texture }) // Apply the Earth texture to the sphere.
-  );
-  sphere.position.set(0, 0, -1);
-  scene.add(sphere);
-
-  // Set up the WebGLRenderer, which handles rendering to the session's base layer.
-  const renderer = new THREE.WebGLRenderer({
-    alpha: true,
-    preserveDrawingBuffer: true,
-    canvas: canvas,
-    context: gl
-  });
-  renderer.autoClear = false;
-
-  // The API directly updates the camera matrices.
-  // Disable matrix auto updates so three.js doesn't attempt
-  // to handle the matrices independently.
-  const camera = new THREE.PerspectiveCamera();
-  camera.matrixAutoUpdate = false;
-
-  // Initialize a WebXR session using "immersive-ar".
-  const session = await navigator.xr.requestSession("immersive-ar");
-  session.updateRenderState({
-    baseLayer: new XRWebGLLayer(session, gl)
-  });
-
-  // A 'local' reference space has a native origin that is located
-  // near the viewer's position at the time the session was created.
-  const referenceSpace = await session.requestReferenceSpace('local');
-
-  // Create a render loop that allows us to draw on the AR view.
-  const onXRFrame = (time, frame) => {
-    // Queue up the next draw request.
-    session.requestAnimationFrame(onXRFrame);
-
-    // Bind the graphics framebuffer to the baseLayer's framebuffer.
-    gl.bindFramebuffer(gl.FRAMEBUFFER, session.renderState.baseLayer.framebuffer);
-
-    // Retrieve the pose of the device.
-    // XRFrame.getViewerPose can return null while the session attempts to establish tracking.
-    const pose = frame.getViewerPose(referenceSpace);
-    if (pose) {
-      // In mobile AR, we only have one view.
-      const view = pose.views[0];
-
-      const viewport = session.renderState.baseLayer.getViewport(view);
-      renderer.setSize(viewport.width, viewport.height);
-
-      // Use the view's transform matrix and projection matrix to configure the THREE.camera.
-      camera.matrix.fromArray(view.transform.matrix);
-      camera.projectionMatrix.fromArray(view.projectionMatrix);
-      camera.updateMatrixWorld(true);
+// The cube will have a different color on each side.
+const materials = [
+  new THREE.MeshBasicMaterial({color: 0x744700}),
+  new THREE.MeshBasicMaterial({color: 0x000000}),
+  new THREE.MeshBasicMaterial({color: 0x000000}),
+  new THREE.MeshBasicMaterial({color: 0x000000}),
+  new THREE.MeshBasicMaterial({color: 0x000000}),
+  new THREE.MeshBasicMaterial({color: 0x000000})
+];
+
+// Create the cube and add it to the demo scene.
+const cube = new THREE.Mesh(new THREE.BoxBufferGeometry(0.5, 0.5, 0.5), materials);
+cube.position.set(0, 0, -1);
+scene.add(cube);
+
+// Set up the WebGLRenderer, which handles rendering to the session's base layer.
+const renderer = new THREE.WebGLRenderer({
+  alpha: true,
+  preserveDrawingBuffer: true,
+  canvas: canvas,
+  context: gl
+});
+renderer.autoClear = false;
+
+// The API directly updates the camera matrices.
+// Disable matrix auto updates so three.js doesn't attempt
+// to handle the matrices independently.
+const camera = new THREE.PerspectiveCamera();
+camera.matrixAutoUpdate = false;
+
+// Initialize a WebXR session using "immersive-ar".
+const session = await navigator.xr.requestSession("immersive-ar");
+session.updateRenderState({
+  baseLayer: new XRWebGLLayer(session, gl)
+});
+
+// A 'local' reference space has a native origin that is located
+// near the viewer's position at the time the session was created.
+const referenceSpace = await session.requestReferenceSpace('local');
+
+// Create a render loop that allows us to draw on the AR view.
+const onXRFrame = (time, frame) => {
+  // Queue up the next draw request.
+  session.requestAnimationFrame(onXRFrame);
+
+  // Bind the graphics framebuffer to the baseLayer's framebuffer
+  gl.bindFramebuffer(gl.FRAMEBUFFER, session.renderState.baseLayer.framebuffer)
+
+  // Retrieve the pose of the device.
+  // XRFrame.getViewerPose can return null while the session attempts to establish tracking.
+  const pose = frame.getViewerPose(referenceSpace);
+  if (pose) {
+    // In mobile AR, we only have one view.
+    const view = pose.views[0];
+
+    const viewport = session.renderState.baseLayer.getViewport(view);
+    renderer.setSize(viewport.width, viewport.height)
+
+    // Use the view's transform matrix and projection matrix to configure the THREE.camera.
+    camera.matrix.fromArray(view.transform.matrix)
+    camera.projectionMatrix.fromArray(view.projectionMatrix);
+    camera.updateMatrixWorld(true);
 
     // Render the scene with THREE.WebGLRenderer.
     renderer.render(scene, camera)