JV-ODE destroy geom bug?

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Looks like that didn't fix it. Here's piece of my code.

;Here's the type, the non-ode stuff is game specific stuff
Type ODEGeom
	Field body
	Field geom
	Field mesh
	
	Field size#
	Field TurnSpeed#
	Field TurnDrag#
	Field TurnAcceleration#
	Field MoveDrag#
	Field dx#,dy#,dz#,turn#
End Type

;This first function makes the EDEGeom
Function AddODE.ODEGeom(ODESpace,x#,y#,Z#,p#,yaw#,r#,mesh,colRadius=5,TurnAcceleration# = 0.03,TurnDrag# = .9,MoveDrag# = .99)

	Local size = colRadius
	ode.ODEGeom=New ODEGeom
	ode\body=dBodyCreate(World)
	dBodySetPosition(ode\body,x,y,Z)
	dBodySetRotation(ode\body,p,yaw,r)
	ode\geom=dCreateSphere(ODESpace,size)
	dBodySetAutoDisableFlag(ode\body,1)
	dGeomSetBody(ode\geom,ode\body)
	ode\mesh = mesh
	ode\size = size

	
	;create rig
	For i = 1 To 360 Step 30
		rx# = Sin(i) * 3
		rZ# = Cos(i) * 3
		
		odeR.ODEGeom = New ODEGeom
		odeR\geom=dCreateSphere(ODESpace,2/2)
		dGeomSetBody(odeR\geom,ode\body)
		dGeomSetOffsetPosition(odeR\geom,rx,0,rz)
		odeR\mesh=CreateSphere()
		HideEntity odeR\mesh
		ScaleMesh odeR\mesh,size,size,size
		EntityColor odeR\mesh,255,255,255
		EntityShininess odeR\mesh,0.7
		
	Next
	
	ode\TurnSpeed# = 0
	ode\TurnAcceleration# = TurnAcceleration#
	ode\TurnDrag# = TurnDrag#
	ode\MoveDrag = MoveDrag
	Return ode
End Function

;Here's the function I use to destroy, or fail to destroy the ODE Geoms
Function freeODE(ODE.ODEGeom)
	dGeomDestroy ODE\geom
	dBodyDestroy ODE\body
	Delete ODE
End Function


I've also gone as far to check using the GeomID functions to check if the id was correct, and it was. Also try the space remove function "dspaceremove" or somthing like that.