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