can't get a scene rendered with glut and opengl class

Basically I revised my experiment programs to use a class, and rather than use a specific system api I’m using GLUT. The thing is when I converted all the rendering and such to an object I must have missed something and now my scene doesn’t show anything. It captures the keyboard properly so I know it’s in the proper loop, but other than that it’s just a black screen. Here’s my main source, and the class header and source

//main.cpp
#define GLUT_NO_LIB_PRAGMA
#define GLUT_NO_WARNING_DISABLE
#include <GL/glut.h>
#include "cgfxopengl.h"
//=========================================================================
int width = 800, height = 600;
CGfxOpenGL* glRender;
//=========================================================================


void renderScene(void)
{
    glRender->prepare();
    glRender->render();

    glutSwapBuffers();
}


void idle(void)
{
    glutPostRedisplay();
}


void preserveRatio(int width, int height)
{
    glRender->setupProjection(width, height);
}


void specialKeys(int key, int x, int y)
{
    switch (key)
    {
    case GLUT_KEY_F1:
        glRender->toggleFlashLight();
        break;
    default:
        break;
    }
}


void normalKeys(unsigned char key, int x, int y)
{
    if (key == 27)
        glutLeaveMainLoop();
}


//main
int main(int argc, char **argv)
{
    //Initializes and Creates Window
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
    glutInitWindowPosition(0,0);
    glutInitWindowSize(width , height);
    glutCreateWindow("My GLUT Window");

    //displayfunctions
    glutDisplayFunc(renderScene);
    glutIdleFunc(idle);
    glutReshapeFunc(preserveRatio);

    //keyboard function
    glutSpecialFunc(specialKeys);
    glutKeyboardFunc(normalKeys);

    //rendering object
    glRender = new CGfxOpenGL;
    glRender->intialize();

    glutMainLoop();
    return 0;
}

And here’s the definitions for the class that I’m using in there

#include "cgfxopengl.h"
#include "shapes.h"
//=========================================================================
GLfloat lightAngle;
GLfloat flashLightPos[] = {0.0, 0.0, 0.0, 1.0};
GLfloat flashLightDir[] = {0.0, 0.0, -1.0};
GLfloat flashLightCol[] = {0.2, 0.2, 0.2, 1.0};

GLfloat bigLightPos[] = {0.0, 1.0, 1.0, 0.0};
GLfloat bigLightCol[] = {0.3, 0.3, 0.3, 1.0};

//albient color for the scene, bluish Green
GLfloat globalAmbience[] = {0.0, 0.2, 0.3, 1.0};
//=========================================================================

CGfxOpenGL::CGfxOpenGL()
{
    flashLightOn = GL_TRUE;
}

CGfxOpenGL::~CGfxOpenGL()
{
}

bool CGfxOpenGL::intialize()
{
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_LIGHTING);

    //glLightModelfv(GL_LIGHT_MODEL_AMBIENT, globalAmbience);

    //set up the flashLight
    glEnable(GL_LIGHT0);
        glLightfv(GL_LIGHT0, GL_POSITION, flashLightPos);
        glLightfv(GL_LIGHT0, GL_AMBIENT, flashLightCol);
        glLightfv(GL_LIGHT0, GL_DIFFUSE, flashLightCol);
        glLightfv(GL_LIGHT0, GL_SPECULAR, flashLightCol);
        glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, flashLightDir);
        glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 15.0);

    glEnable(GL_COLOR_MATERIAL);

    //set up the large light


    return true;
}

void CGfxOpenGL::setupProjection(int width, int height)
{
    //prevent division by 0
    if(height = 0)
        height = 1;


    glViewport(0, 0, width, height);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();

    gluPerspective(60.0, (GLfloat)width/(GLfloat)height, 1.0, 1000.0);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    windowWidth = width;
    windowHeight = height;
}

void CGfxOpenGL::render()
{
    glPushMatrix();
        GLfloat coneColor[] = {0.6, 0.7, 1.0, 1.0};
        GLfloat coneSpecular[] = { 1.0, 1.0, 1.0, 1.0};
        glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, coneColor);
        glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, coneSpecular);
        glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 15.0);

        glTranslatef(0, 0, 10);
        DrawCone(2, 2, 15);
    glPopMatrix();

}

bool CGfxOpenGL::shutDown()
{
    return true;
}

void CGfxOpenGL::prepare()
{
    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
    if(flashLightOn == true)
        glEnable(GL_LIGHT0);
    else
        glDisable(GL_LIGHT0);
}