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textures can take a game from a flat semi-colored world to an immersive world with rich details in minutia textures are a common tool to add a large amount of detail for a relatively low cost we took a look at how we can use polygons specifically triangles to build the basis of a game world in the last two episodes but as we discovered if you want a game world to look as detailed as the aaa games we see today you would need an obscene number of triangles well some clever game developers figured out that we can cheat by storing information within a texture which is just a collection of data like a buffer we can store color data surface normals lighting information and more within a texture then we can interpolate in our fragment shader and retrieve the correct piece of data this trick means that we can increase the perceived geometrical complexity without increasing the polygon count by the end of this episode you should have the knowledge to create a small field of cubes like this kee