It also happens on the Mac build (but not as aggressive as the iPhone Simulator) about 300mb when the dialog starts.
edit:
So i started searching trough the code to find what was causing the issue, after many trace("...") i found out that the execution of the G2.drawImage was causing the issue: (G2.hx)
class G2
{
...
private static var count:Int = 0;
public static function drawImage(img:BitmapData, x:Float, y:Float)
{
count++;
if (count > 400) {
return;
}
...
With this the crash and the heavy allocation is gone, however the drawing is also gone... so, on a closer inspection, on line 66 of the same file was: g.graphics.beginBitmapFill(img.clone(), mtx); so i removed the clone() part and it seems to works now, but i'm not sure if i broke something by removing that clone call.
As far i understand, the clone is allocating resources faster than the system is releasing them, thus there appears a crash on my limited-memory iOS device.
I'll further test it and see if is behaving as should, but i would appreciate if anyone who knows more about this.