Deleting/Clearing VBOs

I am generating, modifying and deleting meshes at runtime. And the VBO total count never drops down. I was playing around a little and came up to 30k VBOs, even though i had ~70 draw calls at that time.

anyone that knows whats really going on in the background here? is VBO total allocated VBOs on vRAM or is it just the total VBOs that has existed throughout the lifetime of the program?

If there is a way to influence the VBO buffer I haven’t found it yet. I have the same issue. Meshes just don’t seem to be collected.

Maybe this could help

http://answers.unity3d.com/questions/9999/Procedural-Mesh-leaks-memory-everytime-the-game-object-is-deleted-in-the-editor.html