Hi,
while profiling my iOS app I noticed that when I load a model with a texture 
memory grows up to 130MB, after a while it drops down to 64MB and even if I 
release the memory of the whole scene graph (I dealloc the whole ViewController 
that hosts all the osg stuff...) those 64MB remain allocated on the heap. Using 
the Instruments tools I found out that the responsible for that allocation is 
this function:

osg::Image* CreateOSGImageFromCGImage(CGImageRef image_ref);

Anyone having the same issue? Any suggestion about a possible solution?

I used the latest OSG developer release (3.3.1) and also the stable release 
(3.2.0).

Thanks.
Alessandro

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