I have Java application that is based on LWJGL. I am rendering terrain via 9 vertex buffers arranged in a 3 x 3 grid. When the camera moves past a certain boundary, the 9 buffers are either updated or replaced with a new set of terrain. This all works fine except that when a new block of terrain is added the 9 element array, I get a memory increase of about 5MB. This alone is expected. What is not expected is that the 5MB of memory the previous terrain chunk was occupying is not getting cleaned up.
I have exhausted my Google-fu so I'm hoping someone can give me some help. I have VisualVM installed and running. What I don't understand is that Windows shows my application using say 200MB after a lot of terrain loading and unloading. But the VisualVM heap dump shows only 12MB.
The game loop for loading a terrain is not running in a seprerate thread from "main". Can anyone point me in the right direction? I'd paste some code, but its so large I'm not sure which bit to paste.
while(Game.running) {
        time = Sys.getTime();
        dt = (double)((time - lastTime))/1000.0;
        lastTime = time;
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
        input.pollInput(cam, dt);
        cam.update(terrain.getTerrainHeight());
        sun.render();
        terrain.updateNew(cam.getPosition());
        terrain.render();
        frameRendering();
        //testTriangle();
        Display.update();
    }
There is the main loop. The problem seems to be occuring in the terrain.updateNew() function.
Which is here:
public void updateNew(Vector3f playerPos)
{
    _playerPos.x = playerPos.x;
    _playerPos.y = playerPos.y;
    _playerPos.z = playerPos.z;
    int width = TerrainChunk.CHUNK_WIDTH;
    _westernBounds = _chunks[4].getOrigin().x + 0;
    _easternBounds = _chunks[4].getOrigin().x + width - 0;
    _northernBounds = _chunks[4].getOrigin().z + 0;
    _southernBounds = _chunks[4].getOrigin().z + width - 0;
    if(_playerPos.x < _westernBounds && !_needUpdate)
    {
        _needUpdate = true;
        _inWestBounds = true;
    }
    if(_playerPos.x > _easternBounds && !_needUpdate)
    {
        _needUpdate = true;
        _inEastBounds = true;
    }
    if(_playerPos.z < _northernBounds && !_needUpdate)
    {
        _needUpdate = true;
        _inNorthBounds = true;
    }
    if(_playerPos.z > _southernBounds && !_needUpdate)
    {
        _needUpdate = true;
        _inSouthBounds = true;
    }
    if(_needUpdate)
    {
        long key = 0;
        long key1 = 0;
        long key2 = 0;
        int[] coords = new int[2];
        HashMap<Integer, Long> needed = new HashMap<Integer, Long>();
        coords = calculateChunkCoords(0);
        key1 = coords[0];
        key2 = coords[1];
        key = key1 << 32 | key2;
        needed.put(0, key);
        coords = calculateChunkCoords(1);
        key1 = coords[0];
        key2 = coords[1];
        key = key1 << 32 | key2;
        needed.put(1, key);
        coords = calculateChunkCoords(2);
        key1 = coords[0];
        key2 = coords[1];
        key = key1 << 32 | key2;
        needed.put(2, key);
        coords = calculateChunkCoords(3);
        key1 = coords[0];
        key2 = coords[1];
        key = key1 << 32 | key2;
        needed.put(3, key);
        coords = calculateChunkCoords(4);
        key1 = coords[0];
        key2 = coords[1];
        key = key1 << 32 | key2;
        needed.put(4, key);
        coords = calculateChunkCoords(5);
        key1 = coords[0];
        key2 = coords[1];
        key = key1 << 32 | key2;
        needed.put(5, key);
        coords = calculateChunkCoords(6);
        key1 = coords[0];
        key2 = coords[1];
        key = key1 << 32 | key2;
        needed.put(6, key);
        coords = calculateChunkCoords(7);
        key1 = coords[0];
        key2 = coords[1];
        key = key1 << 32 | key2;
        needed.put(7, key);
        coords = calculateChunkCoords(8);
        key1 = coords[0];
        key2 = coords[1];
        key = key1 << 32 | key2;
        needed.put(8, key);
        // copy the chunks we have into a searchable has map
        HashMap<Long, TerrainChunk> have = new HashMap<Long, TerrainChunk>();
        key1 = _chunks[0]._origin[0];
        key2 = _chunks[0]._origin[1];
        key = key1 << 32 | key2;
        have.put(key, new TerrainChunk(_chunks[0], _chunks[0]._color));
        key1 = _chunks[1]._origin[0];
        key2 = _chunks[1]._origin[1];
        key = key1 << 32 | key2;
        have.put(key, new TerrainChunk(_chunks[1], _chunks[1]._color));
        key1 = _chunks[2]._origin[0];
        key2 = _chunks[2]._origin[1];
        key = key1 << 32 | key2;
        have.put(key, new TerrainChunk(_chunks[2], _chunks[2]._color));
        key1 = _chunks[3]._origin[0];
        key2 = _chunks[3]._origin[1];
        key = key1 << 32 | key2;
        have.put(key, new TerrainChunk(_chunks[3], _chunks[3]._color));
        key1 = _chunks[4]._origin[0];
        key2 = _chunks[4]._origin[1];
        key = key1 << 32 | key2;
        have.put(key, new TerrainChunk(_chunks[4], _chunks[4]._color));
        key1 = _chunks[5]._origin[0];
        key2 = _chunks[5]._origin[1];
        key = key1 << 32 | key2;
        have.put(key, new TerrainChunk(_chunks[5], _chunks[5]._color));
        key1 = _chunks[6]._origin[0];
        key2 = _chunks[6]._origin[1];
        key = key1 << 32 | key2;
        have.put(key, new TerrainChunk(_chunks[6], _chunks[6]._color));
        key1 = _chunks[7]._origin[0];
        key2 = _chunks[7]._origin[1];
        key = key1 << 32 | key2;
        have.put(key, new TerrainChunk(_chunks[7], _chunks[7]._color));
        key1 = _chunks[8]._origin[0];
        key2 = _chunks[8]._origin[1];
        key = key1 << 32 | key2;
        have.put(key, new TerrainChunk(_chunks[8], _chunks[8]._color));
        Set<Entry<Integer, Long>> set = needed.entrySet();
        Iterator<Entry<Integer, Long>> i = set.iterator();
        // Garbage cleanup?
        while(i.hasNext())
        {
            Map.Entry<Integer, Long> me = i.next();
            if(have.containsKey(me.getValue()))
            {
                _chunks[me.getKey()] = null;
                _chunks[me.getKey()] = new TerrainChunk(have.get(me.getValue()), getColor(me.getKey()));
            } else {
                _chunks[me.getKey()].destroy();
                _chunks[me.getKey()] = null;
                _chunks[me.getKey()] = new TerrainChunk(calculateChunkCoords(me.getKey()), getColor(me.getKey()), this);
            }
        }
        _needUpdate = false;
        have.clear();
        needed.clear();
        have = null;
        needed = null;
    }
}
Here is the function that creates the vertex buffers:
private boolean createVertexBuffer()
{
    _vboVertexAttribues = ARBVertexBufferObject.glGenBuffersARB();
    _vboVertexIndices = ARBVertexBufferObject.glGenBuffersARB();
    //_vboVertexTexture = ARBVertexBufferObject.glGenBuffersARB();
    ARBVertexBufferObject.glBindBufferARB(
            ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, 
            _vboVertexAttribues
    );
    ARBVertexBufferObject.glBufferDataARB(
            ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, 
            (VERTEX_SIZE * VERTEX_COUNT), 
            ARBVertexBufferObject.GL_STATIC_DRAW_ARB
    );
    ByteBuffer vertextPositionAttributes = ARBVertexBufferObject.glMapBufferARB(
            ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, 
            ARBVertexBufferObject.GL_WRITE_ONLY_ARB, 
            (VERTEX_SIZE * VERTEX_COUNT),
            null
    );
    for(int i = 0; i < VERTEX_COUNT; i++)
    {
        vertextPositionAttributes.putDouble(_vPos[i].x);
        vertextPositionAttributes.putDouble(_vPos[i].y);
        vertextPositionAttributes.putDouble(_vPos[i].z);
        vertextPositionAttributes.putDouble(_vNorm[i].x);
        vertextPositionAttributes.putDouble(_vNorm[i].y);
        vertextPositionAttributes.putDouble(_vNorm[i].z);
        vertextPositionAttributes.putFloat(_color.x);
        vertextPositionAttributes.putFloat(_color.y);
        vertextPositionAttributes.putFloat(_color.z);
        vertextPositionAttributes.putFloat(1.0f);
    }
    vertextPositionAttributes.flip();
    ARBVertexBufferObject.glUnmapBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB);
    ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, 0);    
    vertextPositionAttributes.clear();
    vertextPositionAttributes = null;
    // TEXTURE COORDS
    /*ARBVertexBufferObject.glBindBufferARB(
            ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB,
            _vboVertexTexture
            );
    ARBVertexBufferObject.glBufferDataARB(
            ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB,
            (TEXTURE_SIZE * VERTEX_COUNT),
            ARBVertexBufferObject.GL_STATIC_DRAW_ARB
        );
    ByteBuffer vertexTextureCoords = ARBVertexBufferObject.glMapBufferARB(
            ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB,
            ARBVertexBufferObject.GL_WRITE_ONLY_ARB,
            (TEXTURE_SIZE * VERTEX_COUNT),
            null
        );
    for(int i = 0; i < VERTEX_COUNT; i++)
    {
        vertexTextureCoords.putFloat(_vTex[i].x);
        vertexTextureCoords.putFloat(_vTex[i].y);
    }
    vertexTextureCoords.flip();
    ARBVertexBufferObject.glUnmapBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB);
    ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB, 0);*/
    ARBVertexBufferObject.glBindBufferARB(
            ARBVertexBufferObject.GL_ELEMENT_ARRAY_BUFFER_ARB,
            _vboVertexIndices
    );
    ARBVertexBufferObject.glBufferDataARB(
            ARBVertexBufferObject.GL_ELEMENT_ARRAY_BUFFER_ARB,
            (INDEX_SIZE * INDEX_COUNT),
            ARBVertexBufferObject.GL_STATIC_DRAW_ARB
    );
    ByteBuffer vertexIndices = ARBVertexBufferObject.glMapBufferARB(
            ARBVertexBufferObject.GL_ELEMENT_ARRAY_BUFFER_ARB,
            ARBVertexBufferObject.GL_WRITE_ONLY_ARB,
            (INDEX_SIZE * INDEX_COUNT),
            null
    );
    for(int i = 0; i < _nIndices.length; i++)
    {
        vertexIndices.putInt(_nIndices[i]);
    }
    vertexIndices.flip();
    ARBVertexBufferObject.glUnmapBufferARB(ARBVertexBufferObject.GL_ELEMENT_ARRAY_BUFFER_ARB);
    ARBVertexBufferObject.glBindBufferARB(ARBVertexBufferObject.GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
    // Cleanup our crap
    _fXs = null;
    _fYs = null;
    _fZs = null;
    _vPos = null;
    _vNorm = null;
    _color = null;
    _nIndices = null;
    _vTex = null;
    vertexIndices.clear();
    vertexIndices = null;
    return true;
}
And here is the render function: public void render() {
    GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
    GL11.glEnableClientState(GL11.GL_NORMAL_ARRAY);
    GL11.glEnableClientState(GL11.GL_COLOR_ARRAY);
    ARBVertexBufferObject.glBindBufferARB(
            ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB,
            _vboVertexAttribues
    );
    ARBVertexBufferObject.glBindBufferARB(
            ARBVertexBufferObject.GL_ELEMENT_ARRAY_BUFFER_ARB,
            _vboVertexIndices
    );
    GL11.glVertexPointer(
            3,
            GL11.GL_DOUBLE,
            VERTEX_SIZE,
            0
    );
    GL11.glNormalPointer(
            GL11.GL_DOUBLE,
            VERTEX_SIZE,
            NORMAL_SIZE
    );
    GL11.glColorPointer(
            4, 
            GL11.GL_FLOAT, 
            VERTEX_SIZE, 
            POSITION_SIZE + NORMAL_SIZE
    );
    GL11.glDrawElements(
            GL11.GL_TRIANGLE_STRIP,
            INDEX_COUNT,
            GL11.GL_UNSIGNED_INT,
            0
    );
    ARBVertexBufferObject.glBindBufferARB(
            ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB,
            0
    );
    ARBVertexBufferObject.glBindBufferARB(
            ARBVertexBufferObject.GL_ELEMENT_ARRAY_BUFFER_ARB,
            0
    );
    GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
    GL11.glDisableClientState(GL11.GL_NORMAL_ARRAY);
    GL11.glDisableClientState(GL11.GL_COLOR_ARRAY);
}
Thanks in advance for any help or advise.