So you tried substituting draw_solid() for draw_composed() in the main
loop? That gives me about 0 fps on my machine, but it does draw
something (very slowly), That removes the use of display lists and
stencil and just draws the mesh in client-code each frame.

What opengl version is your machine and what OS? (this will tell you
the opengl part):

>>> from pyglet.gl import gl_info
>>> gl_info.get_version()

Can you send me a screenshot of what you are seeing? It almost sounds
like it is drawing everything wound backward so it is getting culled.
To test that theory you might try changing this line before the main
loop:

glEnable(GL_CULL_FACE)

to

glDisable(GL_CULL_FACE)

Although I know the code explicitly sets the winding direction, so I'm
skeptical that will help. A screenshot may lend a clue though.

-Casey

On Mar 2, 4:09 am, Alex <[EMAIL PROTECTED]> wrote:
> It doesn't work. :-(
>
> The window opens.
> 'Calculating Terrain...' is displayed and then it vanishes.
> I only see a blue background.
> If I left click and move, I see some colored lines(not wireframe!).
> With a little fantasy I can recognise parts of a landscape rotating.
>
> I deactivated light, fog,..., but is still does'nt work.
> I used draw, draw_solid, draw_wireframe, draw_composed, ...
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