Implement better scan and split strategies for the atlas allocator, and
use as large of a texture as the hardware allows.
The texture atlas allocator now uses the Best Area Fit and Max/Min Area
Split Rules to make decisions. These were the optimum strategies for the
guillotine algorithm in "A Thousand Ways to Pack the Bin":
http://clb.demon.fi/files/RectangleBinPack.pdf
Seems to result in much decreased texture atlas fragmentation.