i think it has something to do with the "return false" callback..try puting "return true" or just use the other overloaded function that doesnt use the callback (i think there's one that doesnt use it right?)
I investigated that possibility... didn't make a difference. You'll probably hate yourself for even replying, because no,its not a bug, and ahem, let's just say it has to do with a certain memoryStream that was obtained from a networkStream that wasn't sending the entire picture over the network... for some reason, my send/receive code breaks (as in fails to due what it should) at around 65k images... something to do with buffersizes...
But since I was planning on sending the images as thumbnails anyway, I just implemented it on the server side, and well, that'll keep it in check...