I've heard that Microsoft WORD will always be 16-bit and DWORD will always be 32-bit. Is this because they change the types (say from unsigned long to unsigned short) whenever the system WORD size changes?
I recently found a good way to send a useful pointer to WndProc through the use of SetProp() for use throughout the entire program loop, but I never actually removed it because I never found a good place to. So I'm wondering bad the consequences are going to be if I don't use RemoveProp().
//FillState and WireframeState have already been defined and created...
//draw complete objects
//draw wire objects
I'm not particularly familiar with OpenGL, but here are some good questions to consider. Are you sure (0, 2, 0) is actually within the window? Is your window background white (you're printing white text)? Does the current raster position refer to the bottom left or top left of a character? Try outputting the text at (100, 100, 0) and see what happens.
So this is going to be pretty general, but I'm sure you can find out a way to do it in code.
You want to rotate from an angle, say theta, to a different angle, say phi, in a direction d (1 for CCW, -1 for CW) in a given time, say t, along the axis of your choice about a point (x, y, z). Your angular velocity then has to be about that axis, which gives you the angle you must rotate per frame to reach your goal in your goal time. However, FPS can change so you must recalculate omega accordingly.
So you now know how fast you're rotating the object, but you're not quite sure how to get to rotate about a certain point. What you do know is that OpenGL provides support for rotating about the origin, so you can subtract (x, y, z) from your point P to center your rotation around the origin, rotate, and then add back (x, y, z). As such, we our transform becomes P = Rotate(P - (x, y, z), omega) + (x, y, z), and you're done.
Serapth is right. Maybe you want to work on something simple, like a tic tac toe. Player vs player is easy to do, but maybe try to implement an AI so the player can test his skills against a computer. Then you can go more advanced, maybe a text based version of poker or mancala. Just keep programming existing games and then you'll have an idea of what you need for a game that you want to make.