Works great here. The only, potential, problem is a rare blip that shows the sky-sphere/cube for just a split second before rendering normally. I have no idea what causes it, but my card is new and hasn't done this sort of trouble before--it runs the Crysis demo on medium without a single slowdown too. Nothing was out of order or warning me in the logfile, so I've only posted the system info part.

Anyway, excellent work on your engine Luuk! The only negative point is that you used the Spoon Installer instead of Delphi-made Inno Setup!

Here's the info portion of my logfile.
Code:
---CPU Detection---
CPU: AuthenticAMD AMD Athlon(tm) 64 X2 Dual Core Processor 4800+  
Family: 15, Model: 15, Stepping: 2
Frequency: 2414
Core Count: 2
FPU: present on cpu
MMX: present
SSE: present
3DNow: present
-------------------

---Memory Detection---
Total Physical Memory: 2047 Mb
Available Physical Memory: 1474 Mb
Total Swapfile: 3940 Mb
Available Swapfile: 3472 Mb
----------------------

---OS Detection---
OS: Windows XP
Build: 2600
Service Pack: Service Pack 2
------------------

---OpenGL Detection---
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 8600 GTS/PCI/SSE2/3DNOW!
GL_VERSION: 2.1.1
List of Supported Extensions: 
   GL_ARB_color_buffer_float   GL_ARB_depth_texture   GL_ARB_draw_buffers
   GL_ARB_fragment_program   GL_ARB_fragment_program_shadow   GL_ARB_fragment_shader
   GL_ARB_half_float_pixel   GL_ARB_imaging   GL_ARB_multisample
   GL_ARB_multitexture   GL_ARB_occlusion_query   GL_ARB_pixel_buffer_object
   GL_ARB_point_parameters   GL_ARB_point_sprite   GL_ARB_shadow
   GL_ARB_shader_objects   GL_ARB_shading_language_100   GL_ARB_texture_border_clamp
   GL_ARB_texture_compression   GL_ARB_texture_cube_map   GL_ARB_texture_env_add
   GL_ARB_texture_env_combine   GL_ARB_texture_env_dot3   GL_ARB_texture_float
   GL_ARB_texture_mirrored_repeat   GL_ARB_texture_non_power_of_two   GL_ARB_texture_rectangle
   GL_ARB_transpose_matrix   GL_ARB_vertex_buffer_object   GL_ARB_vertex_program
   GL_ARB_vertex_shader   GL_ARB_window_pos   GL_ATI_draw_buffers
   GL_ATI_texture_float   GL_ATI_texture_mirror_once   GL_S3_s3tc
   GL_EXT_texture_env_add   GL_EXT_abgr   GL_EXT_bgra
   GL_EXT_blend_color   GL_EXT_blend_equation_separate   GL_EXT_blend_func_separate
   GL_EXT_blend_minmax   GL_EXT_blend_subtract   GL_EXT_compiled_vertex_array
   GL_EXT_Cg_shader   GL_EXT_bindable_uniform   GL_EXT_depth_bounds_test
   GL_EXT_draw_buffers2   GL_EXT_draw_instanced   GL_EXT_draw_range_elements
   GL_EXT_fog_coord   GL_EXT_framebuffer_blit   GL_EXT_framebuffer_multisample
   GL_EXT_framebuffer_object   GL_EXTX_framebuffer_mixed_formats   GL_EXT_framebuffer_sRGB
   GL_EXT_geometry_shader4   GL_EXT_gpu_program_parameters   GL_EXT_gpu_shader4
   GL_EXT_multi_draw_arrays   GL_EXT_packed_depth_stencil   GL_EXT_packed_float
   GL_EXT_packed_pixels   GL_EXT_pixel_buffer_object   GL_EXT_point_parameters
   GL_EXT_rescale_normal   GL_EXT_secondary_color   GL_EXT_separate_specular_color
   GL_EXT_shadow_funcs   GL_EXT_stencil_two_side   GL_EXT_stencil_wrap
   GL_EXT_texture3D   GL_EXT_texture_array   GL_EXT_texture_buffer_object
   GL_EXT_texture_compression_latc   GL_EXT_texture_compression_rgtc   GL_EXT_texture_compression_s3tc
   GL_EXT_texture_cube_map   GL_EXT_texture_edge_clamp   GL_EXT_texture_env_combine
   GL_EXT_texture_env_dot3   GL_EXT_texture_filter_anisotropic   GL_EXT_texture_integer
   GL_EXT_texture_lod   GL_EXT_texture_lod_bias   GL_EXT_texture_mirror_clamp
   GL_EXT_texture_object   GL_EXT_texture_sRGB   GL_EXT_texture_shared_exponent
   GL_EXT_timer_query   GL_EXT_vertex_array   GL_IBM_rasterpos_clip
   GL_IBM_texture_mirrored_repeat   GL_KTX_buffer_region   GL_NV_blend_square
   GL_NV_copy_depth_to_color   GL_NV_depth_buffer_float   GL_NV_conditional_render
   GL_NV_depth_clamp   GL_NV_fence   GL_NV_float_buffer
   GL_NV_fog_distance   GL_NV_fragment_program   GL_NV_fragment_program_option
   GL_NV_fragment_program2   GL_NV_framebuffer_multisample_coverage   GL_NV_geometry_shader4
   GL_NV_gpu_program4   GL_NV_half_float   GL_NV_light_max_exponent
   GL_NV_multisample_filter_hint   GL_NV_occlusion_query   GL_NV_packed_depth_stencil
   GL_NV_parameter_buffer_object   GL_NV_pixel_data_range   GL_NV_point_sprite
   GL_NV_primitive_restart   GL_NV_register_combiners   GL_NV_register_combiners2
   GL_NV_texgen_reflection   GL_NV_texture_compression_vtc   GL_NV_texture_env_combine4
   GL_NV_texture_expand_normal   GL_NV_texture_rectangle   GL_NV_texture_shader
   GL_NV_texture_shader2   GL_NV_texture_shader3   GL_NV_transform_feedback
   GL_NV_vertex_array_range   GL_NV_vertex_array_range2   GL_NV_vertex_program
   GL_NV_vertex_program1_1   GL_NV_vertex_program2   GL_NV_vertex_program2_option
   GL_NV_vertex_program3   GL_NVX_conditional_render   GL_SGIS_generate_mipmap
   GL_SGIS_texture_lod   GL_SGIX_depth_texture   GL_SGIX_shadow
   GL_SUN_slice_accum   GL_WIN_swap_hint
Number of Texture Units: 4
Maximum Anisotropic Filter: 16
Maximum Texture Size : 8192
Texture Compression: supported
OpenGL Shading Language: supported
Frame Buffer Objects: supported
Occlusion Queries: supported
Multisampling: supported
Maximum Multisampling Level: 8
----------------------