[0046] FIG. 3 shows a texture map that is to be stored in main memory 46 being partitioned by labeling or identifying each texel with four different identifiers. As shown, texels are labeled A, B, A, B etc. across every even row of the map and likewise C, D, C, D etc. across every odd row of the map. This organization results in an interesting relationship when bilinear interpolation is performed. After mapping a pixel into the texture map, the texture addresses to the texels that surround the mapped pixel result in a group of texels, no matter what four are selected, that will always be consisting on one A, one B, one C, one D type of texel. This allows the organization of texel types in cache memory to be in banks so that all four texels that are needed for a pixel can be accessed in one dock cycle. This is accomplished by putting all A types in one bank, all B types in another bank, C types in a third bank, and D types in a fourth bank. The mapping of pixel 48 into texture map 46 is an example showing that one of each texel type will be selected for bilinear interpolation.