TextureBrush OutOfMemoryException with .NET Compact Framework 2.0


I encounterd TextureBrush OutOfMemoryException with .NET Compact Framework 2.0.
 
Environment:
           Visual Studio 2005 Team Suite / Japanese version.
           .NET Compact Framework 2.0 Service Pack 1
           Sharp W-ZERO3 WS004SH for the target machine.
          
By using TextureBrush with extensive FillPolygon results in OutOfMemoryException.
Forcing GC does not help.
I used the using pattern, and those instances should have no leak.
 
If I replace
                g.FillPolygon(textureBrush, drawArea);
          with g.FillRectangle(textureBrush, 0,0,100,100);
then, it works fine.
Therefore, it could be a potential bug of .NET Compact Framework 2.0.
 
I have checked out the same symptom by the Google and found a few people reported same issue.
But, there seems to be no solution yet.
—————–
// Run following code and wait for a few minutes, then results in the exception.
// Please note that you have to add a timer with 100mSEC interval and enabled state.
—————–
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
namespace TextureBrushOutOfMemory1
{
    public partial class Form1 : Form
    {
        public Form1()
        {
            InitializeComponent();
        }
        private void timer1_Tick(object sender, EventArgs e)
        {
            this.Invalidate();
        }
        private Bitmap backBuffer = null;
        Point[] drawArea = { new Point(10, 10), new Point(90, 10), new Point(90, 90), new Point(10, 90) };
        Bitmap bmp = null;
        Random rnd = new System.Random();
        private void Form1_Paint_1(object sender, PaintEventArgs e)
        {
            using (Graphics g = e.Graphics)
            {
                doPaint(sender, g);
            }
        }
        private void doPaint(object sender, Graphics gr)
        {
            // Make a new back buffer if needed.
            if (backBuffer == null)
            {
                backBuffer = new Bitmap(this.ClientSize.Width, this.ClientSize.Height);
            }
            if (bmp == null)
                bmp = new Bitmap(100, 100);
            // Create Image for TextureBrush
            using (Graphics g = Graphics.FromImage(bmp))
            using (SolidBrush redBrush = new SolidBrush(Color.Red))
            using (SolidBrush blueBrush = new SolidBrush(Color.Blue))
            {
                float val = 0.5F;
                g.FillRectangle(redBrush, 0, 0, 100, 100);
                for (int i = 0; i < rnd.Next(300); i++)
                {
                    g.FillRectangle(blueBrush, (int)(val * rnd.Next(100)), 100 – (int)(val * rnd.Next(100)), (int)(val * rnd.Next(50)), (int)(val * rnd.Next(50)));
                }
            }
            // FillPolygon on the backBuffer with textureBrush
            using (Graphics g = Graphics.FromImage(backBuffer))
            using (TextureBrush textureBrush = new TextureBrush(bmp))
            {
                g.FillPolygon(textureBrush, drawArea);
                // g.FillRectangle(textureBrush, 0,0,100,100);
                // FillRectangle works fine.
                // But, FillPolygon results in Out of Memory Exception.
            }
            // Force GC by GC.Collect() or WaitForPendingFinalizers() is not effective.
            GC.Collect();
            GC.WaitForPendingFinalizers();
            // Draw the backBuffer to the FormWindow
            gr.DrawImage(backBuffer, 0, 0);
        }
        protected override void OnPaintBackground(PaintEventArgs pevent)
        {
            // avoid flicker
        }
        private void button1_Click(object sender, EventArgs e)
        {
            Application.Exit();
        }
    }
}

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