Im trying to make a MFC + OpenGL application but when I'm using glTranslated(*,*,*) with values bigger than 1.0 then nothing gets drawn... Could you help me? Maybe I forgot some important initializations. Here is the initialization code and drawing code:
Code :
int MySetPixelFormat(HDC hdc)
{
 
	PIXELFORMATDESCRIPTOR pfd = { 
	    sizeof(PIXELFORMATDESCRIPTOR),    // size of this pfd 
	    1,                                // version number 
	    PFD_DRAW_TO_WINDOW |              // support window 
	    PFD_SUPPORT_OPENGL |              // support OpenGL 
	    PFD_DOUBLEBUFFER,                 // double buffered 
	    PFD_TYPE_RGBA,                    // RGBA type 
	    24,                               // 24-bit 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,                       // accum bits ignored 
	    32,                               // 32-bit z-buffer     
	    0,                                // no stencil buffer 
	    0,                                // no auxiliary buffer 
	    PFD_MAIN_PLANE,                   // main layer 
	    0,                                // reserved 
	    0, 0, 0                           // layer masks ignored 
	}; 
 
	int  iPixelFormat; 
 
	// get the device context's best, available pixel format match 
	if((iPixelFormat = ChoosePixelFormat(hdc, &pfd)) == 0)
	{
		MessageBox(NULL, "ChoosePixelFormat Failed", NULL, MB_OK);
		return 0;
	}
 
	// make that match the device context's current pixel format 
	if(SetPixelFormat(hdc, iPixelFormat, &pfd) == FALSE)
	{
		MessageBox(NULL, "SetPixelFormat Failed", NULL, MB_OK);
		return 0;
	}
 
 
	return 1;
}
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
	// Calculate The Aspect Ratio Of The Window
	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,1000.0f);
	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
	glLoadIdentity();									// Reset The Modelview Matrix
}
 
 
int COpenGL::OnCreate(LPCREATESTRUCT lpCreateStruct) 
{
	if (CWnd::OnCreate(lpCreateStruct) == -1)
		return -1;
	MySetPixelFormat(::GetDC(m_hWnd));
	HDC hdc = ::GetDC(m_hWnd);
	HGLRC hglrc;
 
	if (hglrc = wglCreateContext(hdc))
	{ 
        // try to make it the thread's current rendering context 
        if(wglMakeCurrent(hdc, hglrc))
		{
 
			// TODO: Add your specialized creation code here
			ReSizeGLScene(500, 300);
			glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
			glClearColor(0.0f, 0.0f, 0.0f, 0.0f);				// Black Background
			glClearDepth(1.0f);									// Depth Buffer Setup
			glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
			glDepthFunc(GL_LESS);								// The Type Of Depth Testing To Do
			glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations
			glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
			glEnable(GL_TEXTURE_2D);							/* Enable 2D Texture Mapping */
 
		} 
    }  
 
	wglMakeCurrent(NULL, NULL) ; 
	::ReleaseDC (m_hWnd, hdc) ; 
	wglDeleteContext(hglrc); 
	return 0;
}
 
void COpenGL::OnPaint() 
{
	CPaintDC dc(this); // device context for painting
 
	// TODO: Add your message handler code here
	HDC hdc = ::GetDC(m_hWnd);
	HGLRC hglrc;
 
	// TODO: Add your message handler code here
	glClearColor(0,0,0,0);
	glColor3f(1, 1, 1);
 
	if (hglrc = wglCreateContext(hdc))
	{ 
        // try to make it the thread's current rendering context 
        if(wglMakeCurrent(hdc, hglrc))
		{
			glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
			glMatrixMode(GL_MODELVIEW);	
			glLoadIdentity();// Reset The Current Modelview Matrix
			glTranslated(0.0,0.0,-2.00000);
			glBegin(GL_TRIANGLES);
			glVertex3f(.5, 0, 0);
			glVertex3f(0, .5, 0);
			glVertex3f(-.5, 0, 0);
			glEnd();
			SwapBuffers(hdc);
        } 
    }  
 
	wglMakeCurrent(NULL, NULL) ; 
	::ReleaseDC (m_hWnd, hdc) ; 
	wglDeleteContext(hglrc); 
}
Thank you