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Shadowwoelf

OpenGL Black screen

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I was doing some major re-editing of my program and I finally managed to get it to "run" which is to say that it goes thru the game loop and even exits BUT it doesn't want to draw anything. Most of my code is based off of nehes examples. Here is the header file
#ifndef __GAMESTATE_H__
#define __GAMESTATE_H__

#pragma comment(lib, "Glu32.lib")
#pragma comment(lib, "winmm.lib")

#include <windows.h>											// Header File For Windows
#include <stdio.h>												// Header File For Standard Input/Output
#include <gl\gl.h>												// Header File For The OpenGL32 Library
#include <gl\glu.h>												// Header File For The GLu32 Library
#include "texture.h"											// Header File Containing Our Texture Structure ( NEW )
#include "GameState.h"
#include <vector>

class baseGameState{  //abstract base class so you cant inisiate it by itself
private:
protected:
	virtual int render(){return 0;};
	virtual int update(){return 0;};
public:
	virtual int run(DWORD ElapsedTime, bool	keys){return 0;};
	bool operator != (baseGameState);
};

class MENU_STATE: public baseGameState{
private:											//All of our variables that the update function and render need
	GLfloat	roll;									// Rolling Texture
	int selector, max_selector;
	GLubyte Ycolor;
	GLfloat Width, Height;
	GLfloat yOffset;
	bool	Boolarrow[4];							//0=up
													//1=down
													//2=left
													//3=right
	DWORD TimeP[4];									//0=up
													//1=down
													//2=left
													//3=right
	Texture texture[2];												// Storage For 2 Textures ( NEW )
	bool colordown;
	DWORD ElapsedTime;
	bool keys[256];
	bool change;
protected:
	int render();
	int update();
public:
	MENU_STATE::MENU_STATE();
	int run(DWORD TotalElapsedTime){
		ElapsedTime=TotalElapsedTime;
		update();
		render();
		return 0;
		};
	};

class WORLD_STATE: public baseGameState{
private:
protected:
	int render();
	int update();
public:
	int run();
	};

class EXIT_STATE: public baseGameState{
private:
protected:
	int render(){return 0;};
	int update(){return 0;};
public:
	int run(){return 0;};
	};
#endif


And here is the rest of it in the cpp part
#pragma comment(lib, "Glu32.lib")
#pragma comment(lib, "winmm.lib")

#include <windows.h>											// Header File For Windows
#include <stdio.h>												// Header File For Standard Input/Output
#include <gl\gl.h>												// Header File For The OpenGL32 Library
#include <gl\glu.h>												// Header File For The GLu32 Library
#include "texture.h"											// Header File Containing Our Texture Structure ( NEW )
#include "GameState.h"
#include <vector>

bool LoadTGA(Texture *, char *);								// Function Prototype For LoadTGA ( NEW )

int MENU_STATE::render(){
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);			// Clear The Screen And The Depth Buffer
	glLoadIdentity();											// Reset The Modelview Matrix
	glColor3ub(255,255,255);
	glBindTexture(GL_TEXTURE_2D, texture[1].texID);			// ( CHANGE )
	glBegin(GL_QUADS);							// Start Drawing Quad
		glTexCoord2f(roll+0.0f, 0.0f); glVertex2f(0,  0);	// Bottom left
		glTexCoord2f(roll+0.0f, 1.0f); glVertex2f(0, Height);	// Bottom Right
		glTexCoord2f(roll+1.0f, 1.0f); glVertex2f(Width, Height);	// Top right
		glTexCoord2f(roll+1.0f, 0.0f); glVertex2f(Width, 0);	// Top left
	glEnd();
	glBindTexture(GL_TEXTURE_2D, texture[0].texID);			// ( CHANGE )
	glBegin(GL_QUADS);							// Start Drawing Quads
		glTexCoord2f(0.0f, 1.0f); glVertex2f((Width/3),  (Height/3));	// Top left
		glTexCoord2f(0.0f, 0.0f); glVertex2f((Width/3), (Height*(.8f)) );	// Bottom left
		glTexCoord2f(1.0f, 0.0f); glVertex2f(((.6f)*Width), (Height*(.8f)) );	// Bottom right
		glTexCoord2f(1.0f, 1.0f); glVertex2f(((.6f)*Width), (Height/3));	// Top right
	glEnd();

	glLineWidth(2.3f);
	glDisable(GL_TEXTURE_2D);
	glBegin(GL_LINE_LOOP);
		glColor3ub(Ycolor,Ycolor,0);			// yellow
		glVertex2f((Width/2.55f),  (Height/1.68f)+yOffset);	// Top left
		glVertex2f((Width/2.55f), (Height*(.625f))+yOffset);	// Bottom left
		glVertex2f(((.535f)*Width), (Height*(.625f))+yOffset);	// Bottom right
		glVertex2f(((.535f)*Width), (Height/1.68f)+yOffset);	// Top right
	glEnd();
	glEnable(GL_TEXTURE_2D);
	return 0;
	};
int MENU_STATE::update(){
	roll+=0.033f/(ElapsedTime);								// Increase Our Texture Roll Variable

	if(colordown==true){
		Ycolor-=1;			//takes one away from Ycolor to make it fade
	}
	if(colordown==false){
		Ycolor+=1;			//Adds one to Ycolor to brighten
	}

			if(Ycolor<=100){		//Makes sure that we don't go too low or too high with the color values
				colordown=false;	
			}
			if(Ycolor>=255){
				colordown=true;	
			}

	if (roll>1.0f)								// Is Roll Greater Than One
	{
		roll-=1.0f;							// Subtract 1 From Roll
	}


	max_selector=4;		//How many options the user has

/*			if (keys[VK_UP])									// Is UP arrow Being Pressed?
				{
				if(Boolarrow[0]==true){		//If it hasn't been pressed recently then immideatly do the actions
					yOffset-=.0315f*Height;		//Adjusts the value of yOffset so that it fits with the screen
					Boolarrow[0]=false;		//turns the bool false to note that it has been held
					TimeP[0]=timeGetTime();		//gets the current time it was pressed
					selector-=1;		//subtracts one from the selector
					if(selector<0){		//if its lower then 0 then it simply goes to the top of the list
						selector=max_selector;
						yOffset=0;
						for(int Loop=0; Loop!=selector; Loop++){
							yOffset+=.0315f*Height;
						}
					}
				}
				else{
					if(TimeP[0]+500<timeGetTime()){		//Makes sure that a half second passed since the user
														//held the button down then moves the selector down
						yOffset-=.0315f*Height;
						TimeP[0]=timeGetTime();
						selector-=1;
					if(selector<0){
						selector=max_selector;	
						yOffset=0;
						for(int Loop=0; Loop!=selector; Loop++){
							yOffset+=.0315f*Height;
						}
					}
					}
				}
			}

			if (!keys[VK_UP])									// Is UP arrow Being Pressed?
				{
				Boolarrow[0]=true;		//resets boolarrow because the user let go of the key
				TimeP[0]=0;		//resets the time because he isnt pressing the button anymore
				}		

			if (keys[VK_DOWN])									// Is DOWN arrow Being Pressed?
				{
				if(Boolarrow[1]==true){		//same as vk_UP except goes in the opposite direction
					yOffset+=.0315f*Height;
					Boolarrow[1]=false;
					TimeP[1]=timeGetTime();
					selector+=1;
					if(selector>max_selector){		//simpler because we can simply reset yoffset to 0
													//and dont have to go thru any for loops
						selector=0;
						yOffset=0;
					}
				}
				else{
					if(TimeP[1]+500<timeGetTime()){
						yOffset+=.0315f*Height;
						TimeP[1]=timeGetTime();
						selector+=1;
						if(selector>max_selector){
							selector=0;
							yOffset=0;
						}
					}
				}
			}

			if (!keys[VK_DOWN])									// Is F1 Being Pressed?
				{
				Boolarrow[1]=true;
				TimeP[1]=0;
				}

			if (keys[VK_LEFT])									// Is F1 Being Pressed?
				{
				if(Boolarrow[2]==true){
					yOffset-=.0315f*Height;
					Boolarrow[2]=false;
					TimeP[2]=timeGetTime();
					selector-=1;
					if(selector<0){
						selector=max_selector;	
						yOffset=0;
						for(int Loop=0; Loop!=selector; Loop++){
							yOffset+=.0315f*Height;
						}
					}
				}
				else{
					if(TimeP[2]+500<timeGetTime()){
						yOffset-=.0315f*Height;
						TimeP[2]=timeGetTime();
						selector-=1;
						if(selector<0){
							selector=max_selector;	
							yOffset=0;
							for(int Loop=0; Loop!=selector; Loop++){
								yOffset+=.0315f*Height;
							}
						}
					}
				}
			}

			if (!keys[VK_LEFT])									// Is F1 Being Pressed?
				{
				Boolarrow[2]=true;
				TimeP[2]=0;
				}
			if (keys[VK_RIGHT])									// Is F1 Being Pressed?
				{
				if(Boolarrow[3]==true){
					yOffset+=.0315f*Height;
					Boolarrow[3]=false;
					TimeP[3]=timeGetTime();
					selector+=1;
					if(selector>max_selector){
							selector=0;
							yOffset=0;
					}
				}
				else{
					if(TimeP[3]+500<timeGetTime()){
						yOffset+=.0315f*Height;
						TimeP[3]=timeGetTime();
						selector+=1;
						if(selector>max_selector){
							selector=0;
							yOffset=0;
						}
					}
				}
			}

			if (!keys[VK_RIGHT])									// Is F1 Being Pressed?
				{
				Boolarrow[3]=true;
				TimeP[3]=0;
				}
*/
/*			if (keys[VK_RETURN])									// Is F1 Being Pressed?
				{
				switch(selector){
					case 0:{Gamestate=WORLD;
						break;}
					case 1:{Gamestate=WORLD;
						break;}
					case 2:{Gamestate=WORLD;
						break;}
					case 3:{Gamestate=WORLD;
						break;}
					case 4:{ done=true;
						break;}
					}
			}*/
			return 1;
};

MENU_STATE::MENU_STATE(){
int selector=0, max_selector=4;
GLubyte Ycolor = 255;
GLfloat Width=640, Height=480;
GLfloat	roll=0;									// Rolling Texture
bool colordown=true;
GLfloat yOffset=0;
bool change=false;

	int Status=FALSE;											// Status Indicator

	// Load The Bitmap, Check For Errors.
	if (LoadTGA(&texture[0], "Data/Menu_Copy.tga") &&
		LoadTGA(&texture[1], "Data/cloud_bg copy.tga"))
	{
		Status=TRUE;
		for (int loop=0; loop<2; loop++)						// Loop Through Both Textures
		{
			// Typical Texture Generation Using Data From The TGA ( CHANGE )
			glGenTextures(1, &texture[loop].texID);				// Create The Texture ( CHANGE )
			glBindTexture(GL_TEXTURE_2D, texture[loop].texID);
			glTexImage2D(GL_TEXTURE_2D, 0, texture[loop].bpp / 8, texture[loop].width, texture[loop].height, 0, texture[loop].type, GL_UNSIGNED_BYTE, texture[loop].imageData);
			glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
			glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);

			if (texture[loop].imageData)						// If Texture Image Exists ( CHANGE )
			{
				free(texture[loop].imageData);					// Free The Texture Image Memory ( CHANGE )
			}
		}
	}
}	
bool baseGameState::operator!= (baseGameState param) {
  baseGameState temp;
  return (0);
}


Here is the main file, but I don't think that the problem is in this part of the code
//					Based On Lesson 6
//					=================
//
// All Code Is The Same, Except For Where I Have ( NEW )
// ( CHANGE ) Means I Have Changed The Line For This Tutorial.

#pragma comment(lib, "Glu32.lib")
#pragma comment(lib, "winmm.lib")

#include <windows.h>											// Header File For Windows
#include <stdio.h>												// Header File For Standard Input/Output
#include <gl\gl.h>												// Header File For The OpenGL32 Library
#include <gl\glu.h>												// Header File For The GLu32 Library
#include "texture.h"											// Header File Containing Our Texture Structure ( NEW )
#include "GameState.h"
#include <vector>

bool LoadTGA(Texture *, char *);								// Function Prototype For LoadTGA ( NEW )
HDC			hDC=NULL;											// Private GDI Device Context
HGLRC		hRC=NULL;											// Permanent Rendering Context
HWND		hWnd=NULL;											// Holds Our Window Handle
HINSTANCE	hInstance;											// Holds The Instance Of The Application

DWORD ElapsedTime;
bool	keys[256];												// Array Used For The Keyboard Routine
bool	active=TRUE;											// Window Active Flag Set To TRUE By Default
bool	fullscreen=TRUE;										// Fullscreen Flag Set To Fullscreen Mode By Default


//Texture texture[2];												// Storage For 2 Textures ( NEW )


LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);			// Declaration For WndProc

/*int LoadGLTextures()											// Load Bitmaps And Convert To Textures
{
	int Status=FALSE;											// Status Indicator

	// Load The Bitmap, Check For Errors.
	if (LoadTGA(&texture[0], "Data/Menu_Copy.tga") &&
		LoadTGA(&texture[1], "Data/cloud_bg copy.tga"))
	{
		Status=TRUE;											// Set The Status To TRUE

		for (int loop=0; loop<2; loop++)						// Loop Through Both Textures
		{
			// Typical Texture Generation Using Data From The TGA ( CHANGE )
			glGenTextures(1, &texture[loop].texID);				// Create The Texture ( CHANGE )
			glBindTexture(GL_TEXTURE_2D, texture[loop].texID);
			glTexImage2D(GL_TEXTURE_2D, 0, texture[loop].bpp / 8, texture[loop].width, texture[loop].height, 0, texture[loop].type, GL_UNSIGNED_BYTE, texture[loop].imageData);
			glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
			glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);

			if (texture[loop].imageData)						// If Texture Image Exists ( CHANGE )
			{
				free(texture[loop].imageData);					// Free The Texture Image Memory ( CHANGE )
			}
		}
	}
	return Status;												// Return The Status
}*/
GLvoid ReSizeGLScene(GLsizei width, GLsizei height)				// Resize And Initialize The GL Window
{
	if (height==0)								// Prevent A Divide By Zero By
	{
		height=1;							// Making Height Equal One
	}

	glViewport(0,0,width,height);						// Reset The Current Viewport

	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
	glLoadIdentity();							// Reset The Projection Matrix

	glOrtho(0.0f,width,height,0.0f,-1.0f,1.0f);				// Create Ortho 640x480 View (0,0 At Top Left)

	glMatrixMode(GL_MODELVIEW);						// Select The Modelview Matrix
	glLoadIdentity();							// Reset The Modelview Matrix
/*	Width=width;			//Get the width and put it into a global variable
	Height=height;			//Get the height and put it into a global variable so that drawing functions can use it
	if(selector!=0){		//Makes sure that when the user resizes the screen that the selector bar moves along
		yOffset=0;			//resets it to 0 so that we can just use the for loop to find the correct position
		for(int Loop=0; Loop!=selector; Loop++){
			yOffset+=.0315f*Height;
			}
		}*/
}

int InitGL(GLvoid)												// All Setup For OpenGL Goes Here
{
/*	if (!LoadGLTextures())								// Jump To Texture Loading Routine
	{
		return FALSE;									// If Texture Didn't Load Return FALSE
	}*/
	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);				// Clear The Background Color To Black
	glClearDepth(1.0);									// Enables Clearing Of The Depth Buffer
	glDepthFunc(GL_LEQUAL);								// The Type Of Depth Test To Do
	glShadeModel(GL_SMOOTH);							// Enables Smooth Color Shading
	glEnable(GL_TEXTURE_2D);							// Enable 2D Texture Mapping
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);			// Enable Alpha Blending (disable alpha testing)
	glEnable(GL_BLEND);							// Enable Blending       (disable alpha testing)
	return TRUE;										// Initialization Went OK
}

GLvoid KillGLWindow(GLvoid)										// Properly Kill The Window
{
	if (fullscreen)												// Are We In Fullscreen Mode?
	{
		ChangeDisplaySettings(NULL,0);							// If So Switch Back To The Desktop
		ShowCursor(TRUE);										// Show Mouse Pointer
	}

	if (hRC)													// Do We Have A Rendering Context?
	{
		if (!wglMakeCurrent(NULL,NULL))							// Are We Able To Release The DC And RC Contexts?
		{
			MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}

		if (!wglDeleteContext(hRC))								// Are We Able To Delete The RC?
		{
			MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}
		hRC=NULL;												// Set RC To NULL
	}

	if (hDC && !ReleaseDC(hWnd,hDC))							// Are We Able To Release The DC
	{
		MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hDC=NULL;												// Set DC To NULL
	}

	if (hWnd && !DestroyWindow(hWnd))							// Are We Able To Destroy The Window?
	{
		MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hWnd=NULL;												// Set hWnd To NULL
	}

	if (!UnregisterClass("OpenGL",hInstance))					// Are We Able To Unregister Class
	{
		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hInstance=NULL;											// Set hInstance To NULL
	}
}

/*	This Code Creates Our OpenGL Window.  Parameters Are:					*
 *	title			- Title To Appear At The Top Of The Window				*
 *	width			- Width Of The GL Window Or Fullscreen Mode				*
 *	height			- Height Of The GL Window Or Fullscreen Mode			*
 *	bits			- Number Of Bits To Use For Color (8/16/24/32)			*
 *	fullscreenflag	- Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE)	*/
 
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
	GLuint		PixelFormat;									// Holds The Results After Searching For A Match
	WNDCLASS	wc;												// Windows Class Structure
	DWORD		dwExStyle;										// Window Extended Style
	DWORD		dwStyle;										// Window Style
	RECT		WindowRect;										// Grabs Rectangle Upper Left / Lower Right Values
	WindowRect.left=(long)0;									// Set Left Value To 0
	WindowRect.right=(long)width;								// Set Right Value To Requested Width
	WindowRect.top=(long)0;										// Set Top Value To 0
	WindowRect.bottom=(long)height;								// Set Bottom Value To Requested Height

	fullscreen=fullscreenflag;									// Set The Global Fullscreen Flag

	hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window
	wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
	wc.lpfnWndProc		= (WNDPROC) WndProc;					// WndProc Handles Messages
	wc.cbClsExtra		= 0;									// No Extra Window Data
	wc.cbWndExtra		= 0;									// No Extra Window Data
	wc.hInstance		= hInstance;							// Set The Instance
	wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
	wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
	wc.hbrBackground	= NULL;									// No Background Required For GL
	wc.lpszMenuName		= NULL;									// We Don't Want A Menu
	wc.lpszClassName	= "OpenGL";								// Set The Class Name

	if (!RegisterClass(&wc))									// Attempt To Register The Window Class
	{
		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}
	
	if (fullscreen)												// Attempt Fullscreen Mode?
	{
		DEVMODE dmScreenSettings;								// Device Mode
		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
		dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
		dmScreenSettings.dmPelsWidth	= width;				// Selected Screen Width
		dmScreenSettings.dmPelsHeight	= height;				// Selected Screen Height
		dmScreenSettings.dmBitsPerPel	= bits;					// Selected Bits Per Pixel
		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

		// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
		{
			// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
			if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
			{
				fullscreen=FALSE;								// Windowed Mode Selected.  Fullscreen = FALSE
			}
			else
			{
				// Pop Up A Message Box Letting User Know The Program Is Closing.
				MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
				return FALSE;									// Return FALSE
			}
		}
	}

	if (fullscreen)												// Are We Still In Fullscreen Mode?
	{
		dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
		dwStyle=WS_POPUP;										// Windows Style
		ShowCursor(FALSE);										// Hide Mouse Pointer
	}
	else
	{
		dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
		dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style
	}

	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);	// Adjust Window To True Requested Size

	// Create The Window
	if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window
								"OpenGL",							// Class Name
								title,								// Window Title
								dwStyle |							// Defined Window Style
								WS_CLIPSIBLINGS |					// Required Window Style
								WS_CLIPCHILDREN,					// Required Window Style
								0, 0,								// Window Position
								WindowRect.right-WindowRect.left,	// Calculate Window Width
								WindowRect.bottom-WindowRect.top,	// Calculate Window Height
								NULL,								// No Parent Window
								NULL,								// No Menu
								hInstance,							// Instance
								NULL)))								// Dont Pass Anything To WM_CREATE
	{
		KillGLWindow();											// Reset The Display
		MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}

	static	PIXELFORMATDESCRIPTOR pfd=							// pfd Tells Windows How We Want Things To Be
	{
		sizeof(PIXELFORMATDESCRIPTOR),							// Size Of This Pixel Format Descriptor
		1,														// Version Number
		PFD_DRAW_TO_WINDOW |									// Format Must Support Window
		PFD_SUPPORT_OPENGL |									// Format Must Support OpenGL
		PFD_DOUBLEBUFFER,										// Must Support Double Buffering
		PFD_TYPE_RGBA,											// Request An RGBA Format
		bits,													// Select Our Color Depth
		0, 0, 0, 0, 0, 0,										// Color Bits Ignored
		0,														// No Alpha Buffer
		0,														// Shift Bit Ignored
		0,														// No Accumulation Buffer
		0, 0, 0, 0,												// Accumulation Bits Ignored
		16,														// 16Bit Z-Buffer (Depth Buffer)  
		0,														// No Stencil Buffer
		0,														// No Auxiliary Buffer
		PFD_MAIN_PLANE,											// Main Drawing Layer
		0,														// Reserved
		0, 0, 0													// Layer Masks Ignored
	};
	
	if (!(hDC=GetDC(hWnd)))										// Did We Get A Device Context?
	{
		KillGLWindow();											// Reset The Display
		MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}

	if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))				// Did Windows Find A Matching Pixel Format?
	{
		KillGLWindow();											// Reset The Display
		MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}

	if(!SetPixelFormat(hDC,PixelFormat,&pfd))					// Are We Able To Set The Pixel Format?
	{
		KillGLWindow();											// Reset The Display
		MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}

	if (!(hRC=wglCreateContext(hDC)))							// Are We Able To Get A Rendering Context?
	{
		KillGLWindow();											// Reset The Display
		MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}

	if(!wglMakeCurrent(hDC,hRC))								// Try To Activate The Rendering Context
	{
		KillGLWindow();											// Reset The Display
		MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}

	ShowWindow(hWnd,SW_SHOW);									// Show The Window
	SetForegroundWindow(hWnd);									// Slightly Higher Priority
	SetFocus(hWnd);												// Sets Keyboard Focus To The Window
	ReSizeGLScene(width, height);								// Set Up Our Perspective GL Screen

	if (!InitGL())												// Initialize Our Newly Created GL Window
	{
		KillGLWindow();											// Reset The Display
		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}

	return TRUE;												// Success
}

LRESULT CALLBACK WndProc(	HWND	hWnd,						// Handle For This Window
							UINT	uMsg,						// Message For This Window
							WPARAM	wParam,						// Additional Message Information
							LPARAM	lParam)						// Additional Message Information
{
	switch (uMsg)												// Check For Windows Messages
	{
		case WM_ACTIVATE:										// Watch For Window Activate Message
		{
			if (!HIWORD(wParam))								// Check Minimization State
			{
				active=TRUE;									// Program Is Active
			}
			else
			{
				active=FALSE;									// Program Is No Longer Active
			}

			return 0;											// Return To The Message Loop
		}

		case WM_SYSCOMMAND:										// Intercept System Commands
		{
			switch (wParam)										// Check System Calls
			{
				case SC_SCREENSAVE:								// Screensaver Trying To Start?
				case SC_MONITORPOWER:							// Monitor Trying To Enter Powersave?
				return 0;										// Prevent From Happening
			}
			break;												// Exit
		}

		case WM_CLOSE:											// Did We Receive A Close Message?
		{
			PostQuitMessage(0);									// Send A Quit Message
			return 0;											// Jump Back
		}

		case WM_KEYDOWN:										// Is A Key Being Held Down?
		{
			keys[wParam] = TRUE;								// If So, Mark It As TRUE
			return 0;											// Jump Back
		}

		case WM_KEYUP:											// Has A Key Been Released?
		{
			keys[wParam] = FALSE;								// If So, Mark It As FALSE
			return 0;											// Jump Back
		}

		case WM_SIZE:											// Resize The OpenGL Window
		{
			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));		// LoWord=Width, HiWord=Height
			return 0;											// Jump Back
		}
	}

	// Pass All Unhandled Messages To DefWindowProc
	return DefWindowProc(hWnd,uMsg,wParam,lParam);
}


int WINAPI WinMain(	HINSTANCE	hInstance,						// Instance
					HINSTANCE	hPrevInstance,					// Previous Instance
					LPSTR		lpCmdLine,						// Command Line Parameters
					int			nCmdShow)						// Window Show State
{
	MSG		msg;												// Windows Message Structure
	const DWORD DesiredFrameLength = 33; // ~30 FPS
	BOOL	done=FALSE;											// Bool Variable To Exit Loop
	std::vector<baseGameState*> States;
	States.push_back(new MENU_STATE);
	EXIT_STATE * exit =new EXIT_STATE;
	MENU_STATE menu; 
	// Ask The User Which Screen Mode They Prefer
	if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
	{
		fullscreen=FALSE;										// Windowed Mode
	}

	// Create Our OpenGL Window
	if (!CreateGLWindow("NeHe & Evan 'terminate' Pipho's TGA Loading Tutorial",640,480,16,fullscreen))
	{
		return 0;												// Quit If Window Was Not Created
	}
	
	DWORD StartTime = timeGetTime();
	DWORD LastTime = StartTime;

	while(done!=TRUE)												// Loop That Runs While done=FALSE
	{
		if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))				// Is There A Message Waiting?
		{
			if (msg.message==WM_QUIT)							// Have We Received A Quit Message?
			{
				done=TRUE;										// If So done=TRUE
			}
			else												// If Not, Deal With Window Messages
			{
				TranslateMessage(&msg);							// Translate The Message
				DispatchMessage(&msg);							// Dispatch The Message
			}
		}
		else													// If There Are No Messages
		{
			ElapsedTime = timeGetTime()- LastTime;
			if(ElapsedTime < DesiredFrameLength)
			{
				Sleep(DesiredFrameLength - ElapsedTime);
				ElapsedTime = DesiredFrameLength;
			}
			LastTime = timeGetTime();
			// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
			if ((active && menu.run(ElapsedTime)) || keys[VK_ESCAPE])	// Active?  Was There A Quit Received?
			{
				done=TRUE;										// ESC or DrawGLScene Signalled A Quit
			}
			else												// Not Time To Quit, Update Screen
			{
				SwapBuffers(hDC);								// Swap Buffers (Double Buffering)
			}


			if (keys[VK_F1])									// Is F1 Being Pressed?
			{
				keys[VK_F1]=FALSE;								// If So Make Key FALSE
				KillGLWindow();									// Kill Our Current Window
				fullscreen=!fullscreen;							// Toggle Fullscreen / Windowed Mode
				// Recreate Our OpenGL Window
				if (!CreateGLWindow("NeHe & Evan 'terminate' Pipho's TGA Loading Tutorial",640,480,16,fullscreen))
				{
					return 0;									// Quit If Window Was Not Created
				}
			}
		}
	}

	// Shutdown
	KillGLWindow();												// Kill The Window
	return (msg.wParam);										// Exit The Program
}


So why doesn't it draw anything?

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Step through it, make sure it reaches the render code, also you probably want to enable your texturing prior to using it, not after.

EDIT: Also, make sure your buffers are actually being swapped.

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I figured it out I was not initializing the variables in the class function but I should look into the double buffering and the texturing thing.

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With double buffering, all the rendering happens on the "back-buffer," which is invisible until you "swap" buffers, making the back buffer visible. If you're concerned about double buffering being a problem, you could try running single-buffered. That way, you can step through and watch each individual draw call happen.

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Well I fixed it and now I have a white screen with a yellow box in the middle. So it must be something to do with the texturing

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      My Window class creates an input handler instance, the glfw user pointer is redirected to that object and methods there do the input handling for keyboard and mouse. That works. Now as part of the input handling i have an orbiting camera that is controlled by mouse movement. GLFW_CURSOR_DISABLED is set as proposed in the glfw manual. The manual says that in this case the cursor is automagically reset to the window's center. But if i don't reset it manually with glfwSetCursorPos( center ) mouse values seem to add up until the scene is locked up.
      Here are some code snippets, mostly standard from tutorials:
      // EventHandler m_eventHandler = new EventHandler( this, glm::vec3( 0.0f, 5.0f, 0.0f ), glm::vec3( 0.0f, 1.0f, 0.0f ) ); glfwSetWindowUserPointer( m_window, m_eventHandler ); m_eventHandler->setCallbacks(); Creation of the input handler during window creation. For now, the camera is part of the input handler, hence the two vectors (position, up-vector).  In future i'll take that functionally out into an own class that inherits from the event handler.
      void EventHandler::setCallbacks() { glfwSetCursorPosCallback( m_window->getWindow(), cursorPosCallback ); glfwSetKeyCallback( m_window->getWindow(), keyCallback ); glfwSetScrollCallback( m_window->getWindow(), scrollCallback ); glfwSetMouseButtonCallback( m_window->getWindow(), mouseButtonCallback ); } Set callbacks in the input handler.
      // static void EventHandler::cursorPosCallback( GLFWwindow *w, double x, double y ) { EventHandler *c = reinterpret_cast<EventHandler *>( glfwGetWindowUserPointer( w ) ); c->onMouseMove( (float)x, (float)y ); } Example for the cursor pos callback redirection to a class method.
      // virtual void EventHandler::onMouseMove( float x, float y ) { if( x != 0 || y != 0 ) { // @todo cursor should be set automatically, according to doc if( m_window->isCursorDisabled() ) glfwSetCursorPos( m_window->getWindow(), m_center.x, m_center.y ); // switch up/down because its more intuitive m_yaw += m_mouseSensitivity * ( m_center.x - x ); m_pitch += m_mouseSensitivity * ( m_center.y - y ); // to avoid locking if( m_pitch > 89.0f ) m_pitch = 89.0f; if( m_pitch < -89.0f ) m_pitch = -89.0f; // Update Front, Right and Up Vectors updateCameraVectors(); } } // onMouseMove() Mouse movement processor method. The interesting part is the manual reset of the mouse position that made the thing work ...
      // straight line distance between the camera and look at point, here (0,0,0) float distance = glm::length( m_target - m_position ); // Calculate the camera position using the distance and angles float camX = distance * -std::sin( glm::radians( m_yaw ) ) * std::cos( glm::radians( m_pitch) ); float camY = distance * -std::sin( glm::radians( m_pitch) ); float camZ = -distance * std::cos( glm::radians( m_yaw ) ) * std::cos( glm::radians( m_pitch) ); // Set the camera position and perspective vectors m_position = glm::vec3( camX, camY, camZ ); m_front = glm::vec3( 0.0, 0.0, 0.0 ) - m_position; m_up = m_worldUp; m_right = glm::normalize( glm::cross( m_front, m_worldUp ) ); glm::lookAt( m_position, m_front, m_up ); Orbiting camera vectors calculation in updateCameraVectors().
      Now, for my understanding, as the glfw manual explicitly states that if cursor is disabled then it is reset to the center, but my code only works if it is reset manually, i fear i am doing something wrong. It is not world moving (only if there is a world to render :-)), but somehow i am curious what i am missing.
       
      I am not a professional programmer, just a hobbyist, so it may well be that i got something principally wrong :-)
      And thanks for any hints and so ...
       
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