Free memory after WWW.LoadImageIntoTexture

My project uses about 4000 small textures 256x256px stored in JPG files. In game process I want load their by small portions - 25 at the time. I do this with WWW.LoadImageIntoTexture But when I monitor memory usage in Profiler I see that memory grown after every portion and not freeing.

May be anybody have solution of this problem? Sorry for my English!

I found a good example of using WWW for textures there link text It's works fine for me after using Destroy(myTexture); before load next texture.