Single surface essentially means that you have pivots, that represent single object positions, but that you actually use one single surface for the object to be rendered.
Depending on how you implement it, this is called batching (if you add all cubes you see to a "render mesh" through add mesh and clear its surfaces after renderworld() ) or instancing if you use the same geometry data over and over again with different transformation matrices etc. (btw: did you try out copyentity which does the same?)
Depending on how you implement it, this is called batching (if you add all cubes you see to a "render mesh" through add mesh and clear its surfaces after renderworld() ) or instancing if you use the same geometry data over and over again with different transformation matrices etc. (btw: did you try out copyentity which does the same?)