   Blank White Window
  I am a completely new user to OpenGL.  I am running through the tutorials, and just got to the second one with the triangle and square.  I am trying to implement the tutorial on my Mac running OS X v 10.4.  I pretty much copied and pasted most of it, just to make sure it could compile and run.  I get the code compiled, and it does run, but the window is just a blank white screen.  I am doing this in XCode, with the framework included from Apple.  I will go ahead and attach my code to this.  Any help would be greatly appreciated.#include <OpenGL/gl.h>// Header File For The OpenGL32 Library#include <OpenGL/glu.h>// Header File For The GLu32 Library#include <GLUT/glut.h>// Header File For The GLut Library#define kWindowWidth400#define kWindowHeight300GLvoid InitGL(GLvoid);GLvoid DrawGLScene(GLvoid);GLvoid ReSizeGLScene(int Width, int Height);int main(int argc, char** argv){glutInit(&argc, argv);glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);glutInitWindowSize (kWindowWidth, kWindowHeight);glutInitWindowPosition (100, 100);glutCreateWindow (argv[0]);InitGL();glClearColor(1.0f, 0.0f, 0.0f, 0.0f);glutDisplayFunc(DrawGLScene);glutReshapeFunc(ReSizeGLScene);glutMainLoop();return 0;}GLvoid DrawGLScene(GLvoid)// Here's Where We Do All The Drawing{glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// Clear The Screen And The Depth BufferglLoadIdentity();glTranslatef(-1.5f,0.0f,-6.0f);// Move Left 1.5 Units And Into The Screen 6.0glBegin(GL_TRIANGLES);// Drawing Using TrianglesglColor3f(1.0f,0.0f,0.0f);// Set The Color To RedglVertex3f( 0.0f, 1.0f, 0.0f);// TopglVertex3f(-1.0f,-1.0f, 0.0f);// Bottom LeftglVertex3f( 1.0f,-1.0f, 0.0f);// Bottom RightglEnd();// Finished Drawing The TriangleglTranslatef(3.0f,0.0f,0.0f);// Move Right 3 UnitsglBegin(GL_QUADS);// Draw A QuadglVertex3f(-1.0f, 1.0f, 0.0f);// Top LeftglVertex3f( 1.0f, 1.0f, 0.0f);// Top RightglVertex3f( 1.0f,-1.0f, 0.0f);// Bottom RightglVertex3f(-1.0f,-1.0f, 0.0f);// Bottom LeftglEnd();}GLvoid ReSizeGLScene(int width, int height){if (height==0)// Prevent A Divide By Zero By{height=1;// Making Height Equal One}glViewport(0, 0, width, height);// Reset The Current ViewportglMatrixMode(GL_PROJECTION);// Select The Projection MatrixglLoadIdentity();// Reset The Projection Matrix// Calculate The Aspect Ratio Of The WindowgluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);glMatrixMode(GL_MODELVIEW);// Select The Modelview MatrixglLoadIdentity();// Reset The Modelview Matrix}GLvoid InitGL(GLvoid){glShadeModel(GL_SMOOTH);// Enables Smooth ShadingglClearColor(1.0f, 0.0f, 0.0f, 0.0f);// Black BackgroundglClearDepth(1.0f);// Depth Buffer SetupglEnable(GL_DEPTH_TEST);// Enables Depth TestingglDepthFunc(GL_LEQUAL);// The Type Of Depth Test To DoglHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);// Really Nice Perspective Calculations}   