Thanks,
'twas not easy, but I dug up the thread. I'm assuming you're referring to this one:
http://www.pocketmatrix.com/forums/view ... s&start=30
Let me put the technique into words to make sure that I understand how it works. By intertwining the uv coordinates as follows:
A = [u7|v7|u6|v6|u5|v5|u4|v4|u3|v3|u2|v2|u1|v1|u0|v0]
A = 0 means uv = (0,0)
A = 1 means uv = (0,1)
A = 2 means uv = (1,0) etc.
So this improves cache coherency because sequential data is preloaded into the cache. So depending on the texture screen orientation we get more cache hits even if we traverse in the v direction. This also means that the texture has to be rearanged such that the intertwined addressing accesses the corresponding pixels of the original texture.
Did I get the gist of it?