I need another round of testing, please. 

I modified the code to only pack terrains, roads and tribe borders and the 
pics/ subdirectory into a texture atlas and load all other graphics as needed 
from disk. This is what Nicolai requested - the code requires terrains and 
roads to be in the same texture, so we need this minimal atlas always.

In my tests, the performance for this is comparable to using one atlas with 
2048x2048 textures. It needs ~29% CPU and 3300 GL calls per frame. This is 
still less than half of what trunk currently needs (60% CU, 18300 GL calls), 
but not as good as one huge atlas (18% CPU, 210 GL calls).

Advantages of this are: building the atlas is very quick and there is no need 
to cache. Could I get some testing feedback? 
-- 
https://code.launchpad.net/~widelands-dev/widelands/use_image_cache/+merge/282106
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