I am not setting the pixel format up at all rbz, I am using blitzmax GLgraphics command to open the screen which as far as i am aware does all the needed stuff like that, same as I believe zawran and pixeloutlaw are probably doing in there bmax opengl programs.
On the engine front, reworked my code so that meshs are seperate to the entity and only reference by it, makes no visual difference but the memory footprint shrinks and it also ment I can now have different types of mesh other than displaylists. This means I can also look at getting some form of model loader into it, will have to reference Zawrans examples and see what I can come up with, but first I need to add textures to the system and get them assigned to entities since at the moment I am just adding a global texture used on everything.
Here's a shot anyway showing my first experiemt with a light source.