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OpenGL OpenGL Scene Won't Work

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Hello there! I am finally coming back to OpenGL after a break from programming all together. I never really got deep into programming in OpenGL except for copy NeHe's basecode and editing it for the fun of it. Now, I've just wrote basic code to display a triangle, to get the form of a basic OpenGL Window down again. My only problem is that the triangle is not being displayed... the window's fine.

#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include <gl/glaux.h>
using namespace std;

static HGLRC  g_hRC;                  // rendering context
static HDC    g_hDC;                  // the device context

// Rezize GL Scene
void ResizeGLScene(int width, int height)
     if(height = 0)            // dont want to divide by zero
               height = 1;
     //reset viewport to new dimensions
     glViewport(0, 0, width, height);
     glMatrixMode(GL_PROJECTION);    // select projection matrix
     glLoadIdentity();               // reset projection matrix
     // calculate aspect ratio of window
     gluPerspective(45.0f, (GLfloat)width/(GLfloat)height, 1.0f, 1000.0f);
// RenderGLScene
void RenderGLScene()
     float angle = 0.0f;   
     angle += 0.1f;
     if(angle >= 360.0f)
              angle = 0.0f;
     glTranslatef(0.0f, 0.0f, -5.0f);
     glRotatef(angle, 0.0f, 0.0f, 0.0f);                // rotate along z-axis
     glColor3f(1.0f, 1.0f, 1.0f);
         glVertex3f(-1.0f,-1.0f, 0.0f);
         glVertex3f( 1.0f,-1.0f, 0.0f);
         glVertex3f( 0.0f, 1.0f, 0.0f);

// Sets up the pixel format descriptor
void SetupPixelFormat(HDC hDC)
     int nPixelFormat;
                                          PFD_DRAW_TO_WINDOW |
                                          PFD_SUPPORT_OPENGL |
                                          0, 0, 0, 0, 0, 0,
                                          0, 0, 0, 0,
                                          0, 0, 0 };

     // Choose best matching pixel format, return index
     nPixelFormat = ChoosePixelFormat(hDC, &pfd);
     // Set Pixel Format to Device Context
     SetPixelFormat(hDC, nPixelFormat, &pfd);

        static HGLRC hRC;                         // rendering context
        static HDC   hDC;                         // device context
                       case WM_CREATE:
                            hDC = GetDC(hWnd);            // get current window's device context
                            g_hDC = hDC;                  // set global device context to current
                            SetupPixelFormat(hDC);        // call pixel format setup function
                            hRC = wglCreateContext(hDC);  // create rendering context
                            g_hRC = hRC;
                            wglMakeCurrent(hDC, hRC);     // make it current
                            return 0;
                       case WM_CLOSE:
                            // deselect rendering context and delete it
                            wglMakeCurrent(hDC, NULL);
                            return 0;
                       case WM_SIZE:
                            return 0;
        return (DefWindowProc(hWnd, message, wParam, lParam));    //All unhandled messages

// Main App Entry
int WINAPI WinMain(     HINSTANCE     hInstance,
                        HINSTANCE     hPrevInstance,
                        LPSTR         lpCmdLine,
                        int           nCmdShow)
                   WNDCLASSEX windowClass;                        // Window Class
                   char       lpszClassName[] = "MyClass";        // window class name
                   HWND       hWnd;                               // Window handle
                   MSG        msg;                                // message
                   bool       done = FALSE;                         // flag saying when the app is complete
                   windowClass.cbSize             = sizeof(WNDCLASSEX);
                       = CS_HREDRAW | CS_VREDRAW;
                   windowClass.lpfnWndProc        = WndProc;
                   windowClass.cbClsExtra         = 0;
                   windowClass.cbWndExtra         = 0;
                   windowClass.hInstance          = hInstance;
                   windowClass.hIcon              = LoadIcon(NULL, IDI_APPLICATION);
                   windowClass.hCursor            = LoadCursor(NULL, IDC_ARROW);
                   windowClass.hbrBackground      = NULL;
                   windowClass.lpszMenuName       = NULL;
                   windowClass.lpszClassName      = lpszClassName;
                   windowClass.hIconSm            = LoadIcon(NULL, IDI_WINLOGO);
                   // Register Window Class
                             MessageBox(NULL,"ERROR: Could not register window class!", "ERROR",MB_OK|MB_ICONEXCLAMATION);
                             return 0;
                   // Create Window
                   if(!(hWnd = CreateWindowEx(NULL,                    // Extended style
                                         lpszClassName,           // Class Name
                                         "Default OpenGL Window App",     // App name
                                         WS_OVERLAPPEDWINDOW |    // Window style Flags
                                         WS_VISIBLE |
                                         WS_SYSMENU |
                                         WS_CLIPCHILDREN |
                                         100, 100,                // X,Y Coordinates
                                         400, 400,                // Window Width, Height
                                         NULL,                    // handle to parent
                                         NULL,                    // handle to menu
                                         hInstance,               // application instance
                                         NULL)))                   // no extra params
                            MessageBox(NULL,"ERROR: Window could not be created!","ERROR",MB_OK|MB_ICONEXCLAMATION);
                            return 0;
                   ShowWindow(hWnd, SW_SHOW);
                   // Main message loop
                   done = FALSE;
                               PeekMessage(&msg, hWnd, NULL, NULL, PM_REMOVE);
                               if(msg.message == WM_QUIT)    // Receive a quit meesage?
                                              done = TRUE;
                                   // do rendering here //
                                   TranslateMessage(&msg);   // translatte and dispatch to event queue
     return msg.wParam;

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sorry for posting again... i might as well go to the top of the list while saying what i think the problem is. I think its either the swapbuffers or rendering function... lol pretty obvious... but i get no errors

EDIT:: Nevermind the problem! I fixed it... it was the if(height == 0)... i had if(height = 0)... woops

[Edited by - GL_aLpHa on June 9, 2006 11:15:33 PM]

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