We've noticed that OSGExp crashes when exporting models with large amounts of textures. I tracked down the problem to the createImage() method. When allocating the data for the image it would use sizeof(GL_UNSIGNED_BYTE) to calculate the data size. I believe this is incorrect, because GL_UNSIGNED_BYTE is not a data type, it is an integer value. So the size will be 4 on most systems. This results in allocating 4 times the amount of memory needed. The fix is to use sizeof(unsigned char) instead. I've attached a patch which includes this fix.