sos~~~my program goes wrong!!!

hi,i am a beginner on opengl .
i set up a class,here is
class my{
public: void drawsquad(GLfloat,GLfloat,GLfloat,GLfloat);
GLfloat ra;
};

the method is
[b]
[b] void my::drawsquad(GLfloat x1=0.0f,GLfloat y1=0.0f,GLfloat z1=0.0f,GLfloat ra=1.0f)
{
if(ra>=1&&ra<=360)
{
glLoadIdentity(); // 重建原点

        	glTranslatef(x1,y1,z1);				// &#31227;&#21160;&#21407;&#28857;
        	//glRotatef(ra,1.0f,0.0f,0.0f);  //&#19978;&#19979;&#27491;&#21518; 
        	//glRotatef(90,0.0f,1.0f,0.0f); //&#24038;&#21491;&#27491;&#21518; 
        	//glRotatef(90,1.0f,0.0f,0.0f);
    //zheng mian
    glColor3f(0.5f,0.4f,0.7f);  //&#30333;&#33394;
    glBegin(GL_QUADS);					// Start Drawing A Quad
	glVertex3f(-1.0f, 1.0f, 1.0f);			// Top Left Of The Quad
	glVertex3f( 1.0f, 1.0f, 1.0f);			// Top Right Of The Quad
	glVertex3f( 1.0f,-1.0f, 1.0f);			// Bottom Right Of The Quad
	glVertex3f(-1.0f,-1.0f, 1.0f);			// Bottom Left Of The Quad
glEnd();

//shang mian 
	glColor3f(0.0f,0.7f,0.4f);

glBegin(GL_QUADS); // Start Drawing A Quad
glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Quad
glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Quad
glVertex3f( 1.0f,1.0f, -1.0f); // Bottom Right Of The Quad
glVertex3f(-1.0f,1.0f, -1.0f); // Bottom Left Of The Quad
glEnd();

//xia mian
	glColor3f(0.9f,0.0f,0.4f);
glBegin(GL_QUADS);					// Start Drawing A Quad
	glVertex3f(-1.0f, -1.0f, 1.0f);			// Top Left Of The Quad
	glVertex3f( 1.0f, -1.0f, 1.0f);			// Top Right Of The Quad
	glVertex3f( 1.0f,-1.0f, -1.0f);			// Bottom Right Of The Quad
	glVertex3f(-1.0f,-1.0f, -1.0f);			// Bottom Left Of The Quad
glEnd();

    //hou mian
     glColor3f(0.5f,0.3f,0.4f); 
    glBegin(GL_QUADS);					// Start Drawing A Quad
	glVertex3f(-1.0f, 1.0f, -1.0f);			// Top Left Of The Quad
	glVertex3f( 1.0f, 1.0f, -1.0f);			// Top Right Of The Quad
	glVertex3f( 1.0f,-1.0f, -1.0f);			// Bottom Right Of The Quad
	glVertex3f(-1.0f,-1.0f, -1.0f);			// Bottom Left Of The Quad
glEnd();

//zuo mian
glColor3f(1.0f,0.0f,0.0f);
glBegin(GL_QUADS); // Start Drawing A Quad
glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Quad
glVertex3f( -1.0f, -1.0f, 1.0f); // Top Right Of The Quad
glVertex3f( -1.0f,-1.0f, -1.0f); // Bottom Right Of The Quad
glVertex3f(-1.0f,1.0f, -1.0f); // Bottom Left Of The Quad
glEnd();

// you mian
 glColor3f(1.0f,1.0f,0.0f); 

glBegin(GL_QUADS); // Start Drawing A Quad
glVertex3f(1.0f, 1.0f, 1.0f); // Top Left Of The Quad
glVertex3f( 1.0f, -1.0f, 1.0f); // Top Right Of The Quad
glVertex3f( 1.0f,-1.0f, -1.0f); // Bottom Right Of The Quad
glVertex3f(1.0f,1.0f, -1.0f); // Bottom Left Of The Quad
glEnd();
ra++;
glRotatef(ra,1.0f,1.0f,0.0f); //上下正后
}
else
{
ra=1.0;
drawsquad(x1,y1,z1,ra);
}[/b]
[/b]
in my main,cpp
i set up gloab Variable my* my1
winmain
my1->ra=1.0;

When I do opengl drawing, I was back in a function of drawsquad lost my1 method

my1->drawsquad(1.0,0.0,-16.0,my1->ra);
but my programs seems goes wrong,

help me ~~~

ok here is my file;
[b]my.h
#include <gl\gl.h>
#include <gl\glu.h>
#include <gl\glaux.h>
#include <stdio.h>
class my{
public: void drawsquad(GLfloat,GLfloat,GLfloat);

     my(void);

};
[/b]

my.cpp

[b]#include “my.h”

my::my(void)
{

    }

void my::drawsquad(GLfloat x1=0.0f,GLfloat y1=0.0f,GLfloat z1=0.0f)
{

glLoadIdentity();

glTranslatef(x1,y1,z1);				
        	

    glColor3f(0.5f,0.4f,0.7f);  //&#30333;&#33394;
    glBegin(GL_QUADS);					
	glVertex3f(-1.0f, 1.0f, 1.0f);			
	glVertex3f( 1.0f, 1.0f, 1.0f);			
	glVertex3f( 1.0f,-1.0f, 1.0f);			
	glVertex3f(-1.0f,-1.0f, 1.0f);			
glEnd();


	glColor3f(0.0f,0.7f,0.4f);

glBegin(GL_QUADS);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f,1.0f, -1.0f);
glVertex3f(-1.0f,1.0f, -1.0f);
glEnd();

	glColor3f(0.9f,0.0f,0.4f);
glBegin(GL_QUADS);					
	glVertex3f(-1.0f, -1.0f, 1.0f);			
	glVertex3f( 1.0f, -1.0f, 1.0f);			
	glVertex3f( 1.0f,-1.0f, -1.0f);			
	glVertex3f(-1.0f,-1.0f, -1.0f);			
glEnd();


     glColor3f(0.5f,0.3f,0.4f); 
    glBegin(GL_QUADS);					
	glVertex3f(-1.0f, 1.0f, -1.0f);			
	glVertex3f( 1.0f, 1.0f, -1.0f);			
	glVertex3f( 1.0f,-1.0f, -1.0f);			
	glVertex3f(-1.0f,-1.0f, -1.0f);			
glEnd();

//zuo mian
glColor3f(1.0f,0.0f,0.0f);
glBegin(GL_QUADS);
glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Quad
glVertex3f( -1.0f, -1.0f, 1.0f);
glVertex3f( -1.0f,-1.0f, -1.0f);
glVertex3f(-1.0f,1.0f, -1.0f);
glEnd();

 glColor3f(1.0f,1.0f,0.0f); 

glBegin(GL_QUADS);
glVertex3f(1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, -1.0f, 1.0f);
glVertex3f( 1.0f,-1.0f, -1.0f);
glVertex3f(1.0f,1.0f, -1.0f);
glEnd();

       }[/b]

main.cpp
[b]#include “my.h”
#include <windows.h>
#include “resource.h”
HDC hDC=NULL;
HGLRC hRC=NULL;
HWND hWnd=NULL;
HINSTANCE hInstance;
my* my2;
GLuint texture[1];
bool keys[256];
bool active=TRUE;
bool fullscreen=TRUE;

AUX_RGBImageRec* LoadBMP(char *Filename)
{
FILE *File=NULL;
if (!Filename)
{
return NULL;
}
File=fopen(Filename,“r”);
if (File)
{
fclose(File);
return auxDIBImageLoad(Filename);
}
return NULL;
}

int LoadGLTextures()
{
int Status=FALSE;
AUX_RGBImageRec *TextureImage[1];
memset(TextureImage,0,sizeof(void *)*1);

if (TextureImage[0]=LoadBMP("guonian.bmp"))
{
	Status=TRUE;						

glGenTextures(1, &texture[0]);

	glBindTexture(GL_TEXTURE_2D, texture[0]);

	glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]-&gt;sizeX, TextureImage[0]-&gt;sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]-&gt;data);

glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
}
if (TextureImage[0])
{
if (TextureImage[0]->data)
{
free(TextureImage[0]->data);
}

	free(TextureImage[0]);						
}

return Status;

        }

LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);

GLvoid ReSizeGLScene(GLsizei width, GLsizei height)
{
if (height==0)
{
height=1;
}

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


gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

glMatrixMode(GL_MODELVIEW);							
glLoadIdentity();								

}

int InitGL(GLvoid)
{
if (LoadGLTextures())
{
return FALSE;
}
glEnable(GL_TEXTURE_2D);

glShadeModel(GL_SMOOTH);							
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				
glClearDepth(1.0f);								
glEnable(GL_DEPTH_TEST);							
glDepthFunc(GL_LEQUAL);								
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	
return TRUE;										

}

int DrawGLScene(GLvoid)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();

my2-&gt;drawsquad(1.0,0.0,-16.0);

return TRUE;										

}

GLvoid KillGLWindow(GLvoid)
{
if (fullscreen)
{
ChangeDisplaySettings(NULL,0);
ShowCursor(TRUE);
}

if (hRC)											
{
	if (!wglMakeCurrent(NULL,NULL))					
		MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
	}

	if (!wglDeleteContext(hRC))						
	{
		MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
	}
	hRC=NULL;										
}

if (hDC && !ReleaseDC(hWnd,hDC))					
{
	MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
	hDC=NULL;										
}

if (hWnd && !DestroyWindow(hWnd))					
{
	MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
	hWnd=NULL;										
}

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

}

BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
GLuint PixelFormat;
WNDCLASS wc;
DWORD dwExStyle;
DWORD dwStyle;
RECT WindowRect;
WindowRect.left=(long)0;
WindowRect.right=(long)width;
WindowRect.top=(long)0;
WindowRect.bottom=(long)height;

fullscreen=fullscreenflag;			

hInstance			= GetModuleHandle(NULL);				
wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	
wc.lpfnWndProc		= (WNDPROC) WndProc;				
wc.cbClsExtra		= 0;									
wc.cbWndExtra		= 0;								
wc.hInstance		= hInstance;							
wc.hIcon			= LoadIcon(hInstance, MAKEINTRESOURCE(IDI_MYICON));		
wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			
wc.hbrBackground	= NULL;									
wc.lpszMenuName		= NULL;									
wc.lpszClassName	= "OpenGL";								

if (!RegisterClass(&wc))									
{
	MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;										
}

if (fullscreen)											
{
	DEVMODE dmScreenSettings;								
	memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	
	dmScreenSettings.dmSize=sizeof(dmScreenSettings);		
	dmScreenSettings.dmPelsWidth	= width;				
	dmScreenSettings.dmPelsHeight	= height;				
	dmScreenSettings.dmBitsPerPel	= bits;					
	dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

	
	if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
	{
	
		if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By

Your Video Card. Use Windowed Mode Instead?",“NeHe GL”,MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen=FALSE;
}
else
{

			MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
			return FALSE;									
		}
	}
}

if (fullscreen)												
{
	dwExStyle=WS_EX_APPWINDOW;								
	dwStyle=WS_POPUP;										
	ShowCursor(FALSE);										
}
else
{
	dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			
	dwStyle=WS_OVERLAPPEDWINDOW;							
}

AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		

// Create The Window
if (!(hWnd=CreateWindowEx(	dwExStyle,							
							"OpenGL",							
							title,								
							dwStyle |						
							WS_CLIPSIBLINGS |					
							WS_CLIPCHILDREN,					
							0, 0,								
							WindowRect.right-WindowRect.left,	
							WindowRect.bottom-WindowRect.top,	
							NULL,							
							NULL,								
							hInstance,							
							NULL)))								
{
	KillGLWindow();							
	MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;								
}

static	PIXELFORMATDESCRIPTOR pfd=				
{
	sizeof(PIXELFORMATDESCRIPTOR),			
	1,											
	PFD_DRAW_TO_WINDOW |					
	PFD_SUPPORT_OPENGL |					
	PFD_DOUBLEBUFFER,							
	PFD_TYPE_RGBA,								
	bits,										
	0, 0, 0, 0, 0, 0,							
	0,											
	0,											
	0,											
	0, 0, 0, 0,									
	16,											
	0,											
	0,											
	PFD_MAIN_PLANE,								
	0,										
	0, 0, 0										
};

if (!(hDC=GetDC(hWnd)))							
{
	KillGLWindow();								
	MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;								
}

if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))	
{
	KillGLWindow();								
	MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;								
}

if(!SetPixelFormat(hDC,PixelFormat,&pfd))		
{
	KillGLWindow();								
	MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;								
}

if (!(hRC=wglCreateContext(hDC)))				
{
	KillGLWindow();								
	MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;								
}

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

ShowWindow(hWnd,SW_SHOW);						
SetForegroundWindow(hWnd);					
SetFocus(hWnd);								
ReSizeGLScene(width, height);					

if (!InitGL())								
{
	KillGLWindow();								
	MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;							
}

return TRUE;								

}

LRESULT CALLBACK WndProc( HWND hWnd,
UINT uMsg,
WPARAM wParam,
LPARAM lParam)
{
switch (uMsg)
{
case WM_ACTIVATE:
{
if (!HIWORD(wParam))
{
active=TRUE;
}
else
{
active=FALSE;
}

		return 0;							
	}

	case WM_SYSCOMMAND:						
	{
		switch (wParam)							
		{
			case SC_SCREENSAVE:					
			case SC_MONITORPOWER:				
			return 0;						
		}
		break;									
	}

	case WM_CLOSE:								
	{
		PostQuitMessage(0);						
		return 0;								
	}

	case WM_KEYDOWN:							
	{
		keys[wParam] = TRUE;					
		return 0;							
	}

	case WM_KEYUP:								
	{
		keys[wParam] = FALSE;					
		return 0;							
	}

	case WM_SIZE:							
	{
		ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  
		return 0;								
	}
}


return DefWindowProc(hWnd,uMsg,wParam,lParam);

}

int WINAPI WinMain( HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
MSG msg;
BOOL done=FALSE;

my* my2=new my();

if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
	fullscreen=FALSE;							
}


if (!CreateGLWindow("xinnianhao",640,480,16,fullscreen))
{
	return 0;									
}

while(!done)								
{
	if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	
	{
		if (msg.message==WM_QUIT)				
		{
			done=TRUE;							
		}
		else									
		{
			TranslateMessage(&msg);				
			DispatchMessage(&msg);				
		}
	}
	else									
	{
		
		if (active)							
		{
			if (keys[VK_ESCAPE])			
			{
				done=TRUE;						
			}
			else								
			{
				DrawGLScene();					
				SwapBuffers(hDC);				
			}
		}

		if (keys[VK_F1])						
		{
			keys[VK_F1]=FALSE;					
			KillGLWindow();					
			fullscreen=!fullscreen;				
			
			if (!CreateGLWindow("xinnianhao",640,480,16,fullscreen))
			{
				return 0;						
			}
		}
	}
}

// Shutdown
KillGLWindow();									
return (msg.wParam);							

}
[/b]

i just want to rotation my box
how can i do it ?

here is my new update
[b]

my::clear(void)
{
this->~my();
}
modify in my.cpp

[/b]

 [b]int m,k1;
glTranslatef(-23,-25,-60);
glBegin(GL_LINES);
glVertex2fv(f[0]);
 glVertex2fv(f[1]);
glEnd();
glBegin(GL_LINES);
glVertex2fv(f[1]);
 glVertex2fv(f[2]);
glEnd();
glBegin(GL_LINES);
glVertex2fv(f[2]);
 glVertex2fv(f[0]);
glEnd();


glBegin(GL_POINTS);
for(k1=0;k1&lt;5000;k1++)
{
m=rand()%3;
k[0]=(k[0]+f[m][0])/2;
 k[1]=(k[1]+f[m][1])/2;
 glVertex2fv(k);
                   }
glEnd();
glFlush();[/b]

[b] [b]GLusignbyte a
//xiao xiao l j
glEnable (GL_TEXTURE_2D);

glBindTexture (GL_TEXTURE_2D, 1);//set id
glPixelStorei (GL_UNPACK_ALIGNMENT, 1);// read a byte
// set param
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);     //set enviroment
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, imageWidth, imageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, a); //copy to id

//use

glBindTexture (GL_TEXTURE_2D, 1);// must before a begin
glBegin (…);
glVertex (…);
glTexCoord (…);// textture coord
glEnd (…);
glDisable (GL_TEXTURE_2D); //free it[/b]

here is a code come from a japanese
it should be nothing.
but it slove many problem about my simple code

cb.keyboard_function = key;
cb.motion_function = motion;
camera.configure_buttons(2);
object.configure_buttons(2);
spotlight.configure_buttons(2);

object.dolly.dolly[2] = -3; // push plane forward
camera.trackball.centroid = vec3f(0, 0, -3); // rotate camera trackball about the plane...
camera.trackball.r = 
	rotationf(vec3f(0,1,0), to_radians(-45.f)) * 
	rotationf(vec3f(1.f, 0.f, 0.f), to_radians(-30.f));
spotlight.pan.pan[0] = -.25;
spotlight.pan.pan[1] = 1.5;
spotlight.dolly.dolly[2] = -2.; // push spotlight forward
spotlight.trackball.r =  rotationf(vec3f(1.f, 0.f, 0.f), to_radians(-60.f));
spotlight.trackball.invert_increment = true;

thanks finally i slove my problem.i just wanted to say.
how difficult it is ,no one reply.o ~`[censored]
here is my slove code

glMatrixMode(GL_MODELVIEW);

 glLoadIdentity();
 gluOrtho2D(-25,25,-25,25);
 glTranslatef(0,0,-4);
glClear(GL_COLOR_BUFFER_BIT);
if (animate)
glRotatef(30.0f, 1.0f, 0.0f, 0.0f);
glBegin(GL_TRIANGLES);
glIndexi(1);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex2i(0,  10);
glIndexi(2);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex2i(-10, -10);
glIndexi(3);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex2i(10, -10);
glEnd();
glFlush();