OK, I think I’ve fixed that by adding GlutInit into this part of code:) But now I have another question: I’ve tried glutSolidTeapot and it looks ugly, just like a flat bitmap - is it normal (looking at my “settings” above) or something is broken again in my OpenGL?
The problem is that the teapot has the same color value everywhere. You can enable lighting to make it appear 3 dimensional, because different areas of the teapot will then be lit in different color tones. You need to specify normals so that OpenGL or you own shader can compute the color value depending on the light’s direction. glutSolidTeapot() does automatically provide the normal vectors for this. So just search the web for lighting. Or maybe somebody else here can point you to some good tutorial.