And that’s all I’ve done to format the window. The call to glMatrixMode there is the only one in my program. You refered to a projection matrix and a modelview matrix. I don’t know why I’d need these two modes, or how I would implement that. Any help is very much appreciated.

With the default modelview matrix you will have the “camera” located at 0,0,0 and then you render your polygon with a Z value of 0, so is why you do not see anything.

Have a look at any OpenGL example how to use the modelview matrix, the simplest way is to select the modelview matrix and the do translate Z away from 0 a bit.

gluLookAt is another way to setup the “camera”, but as I said, have a peek at some OpenGL examples at NeHe or what ever to find out how to use the modelview matrix.