today i encountered a strange error with ode (or maybe i am just missing something)
So what i am basically doing is creating one odegeom and after that i call odegeom.destroy(). But as it seems the odegeom still exists because i can still print and get back the object.
So the next thing is that i create another odegeom and when i then start my gametask my program crashes when autocollide() gets called and i get an bnormalization error under windows and, more strange, an pygame segmentation fault under linux.
After some time i found out that AFTER i destroyed the odegeom i can call odegeom.disable() on it and the program doesnt crash anymore.
That lets me guess that the odegeom-object i called destroy()upon still exists in the ode space and so my other odegeom-object collides with it which leads to the bnormalization error.
Any ideas on that? Really seems like a bug for me that needs to get fixed. Also i should mention that the same seems to apply for odebody.