www.texture memory leak

i did not manage to figure out why i have memory leak…i am trying to download certain image by button click and to display it in the gui…simple you might say! everything works
except that i have memory leak, displaying around 10 images that are in ~150Kb in size makes ~1Gb memory increase…and it does not want to be freed…

here is the code:

function DownloadImage(path : String,index : int){

	// Start a download of the given URL
	var www : WWW = new WWW(path); 
	
	// wait until the download is done
	yield www;
	
	if (www.error != null)
		debugData=www.error;
        
	if(www.isDone){	
		
		var _tTemp : Texture2D=new Texture2D(www.texture.width,www.texture.height);
		tImages=_tTemp;
		
		www.LoadImageIntoTexture(tImages);
		www.Dispose();
		www = null;

		
	}
	//set current image index
	currentImageIndex=index;
						    
	//set flag to true for image gallery
	showImages=true;

}

only thing that works without memory leak if i directly use downloaded image without temporary texture like this (but then every second texture is displayed, and the ones that are not i get little question mark instead of a texture, trying again texture is correctly displayed!):

function DownloadImage(path : String,index : int){

    // Start a download of the given URL
    var www : WWW = new WWW(path); 

    // wait until the download is done
    yield www;

    if (www.error != null)
        debugData=www.error;

    if(www.isDone){ 

        www.LoadImageIntoTexture(tImages);
        www.Dispose();
        www = null;


    }
    //set current image index
    currentImageIndex=index;

    //set flag to true for image gallery
    showImages=true;

}

so:
-using temp texture does give me memory leak but all textures are correctly displayed
-without using temp texture i do not have memory leak but every texture failes to display (i get question mark instead of texture)

what is going on?

Presumably you are downloading jpeg images, which are compressed. When you fetch these and use www.LoadImageIntoTexture() you’ll get these images converted into raw pixels, so possibly 24-bits per pixel. The decompression of your images into formats that the GPU can deal with are probably responsible for the eating of memory, rather than a memory leak. The www.LoadImageIntoTexture() script reference does talk about this.