I have created shape using ExtrudeGeometry with different top and bottom texture. It is rendering correctly without holes into the shape. If I add holes into the shape, the bottom side texture mixed up with top side. I have no idea what I am missing or doing wrong.
Bottom side texture without holes:

Bottom side texture with holes:

This is piece of my code if someone can find an issue.
For loop that I have used in the end of code is to set different texture on front and back side of the shape. I got reference for it from stackoverflow.
this.group = new THREE.Group();
this.scene.add( this.group );
for(i=0; i < boardDrill.length; i++) {
boardShape.holes.push(boardDrill[i]);
}
var extrudeSettings = { amount: 1, bevelEnabled: false, material: 0, extrudeMaterial: 1};
var geometry = new THREE.ExtrudeGeometry( boardShape, extrudeSettings );
var textureLoader1 = new THREE.TextureLoader();
var topTexture = textureLoader1.load(this.boardData.topImage);
topTexture.repeat.set(1/boardWidth, 1/boardHeight);
var textureLoader2 = new THREE.TextureLoader();
var bottomTexture = textureLoader2.load(this.boardData.bottomImage);
bottomTexture.repeat.set(1/boardWidth, 1/boardHeight);
var frontMaterial = new THREE.MeshPhongMaterial({ map : topTexture});
var backMaterial = new THREE.MeshPhongMaterial({ map : bottomTexture });
var sideMaterial = new THREE.MeshPhongMaterial({ color: 0x00cc00 });
var materials = [frontMaterial, sideMaterial, sideMaterial, sideMaterial, sideMaterial, backMaterial];
var material = new THREE.MeshFaceMaterial( materials );
var mesh = new THREE.Mesh( geometry, material );
for ( var face in mesh.geometry.faces ) {
if (mesh.geometry.faces[ face ].normal.z == -1) {
mesh.geometry.faces[ face ].materialIndex = 5;
}
}
this.group.add( mesh );
normal.z == -1test with a more numerically stable test, e.g.normal.z < -0.9helps? Introducing holes into the geometry causes a massive tessellation and some newly generated triangles might have their normal vectors not perfectly aligned with z=-1 direction.