OpenGL bit地图 fonts显示文字显示不出来

OpenGL bitmap fonts显示文字显示不出来
我在学习OpenGL NeHe教程的时候,看到第13课bitmap fonts显示文字到屏幕上的时候,用glut库写代码,但是程序运行出来不报错,就是窗口上一片漆黑,没有显示出文字。运行环境是VS2008.系统是Win7.有哪位好心的大侠能够帮我看看吗?感激不尽!

我的代码:
C/C++ code
#pragma comment(lib,"GLAUX.LIB")

#include <GL/glut.h>
#include <windows.h>
#include <GL/glaux.h>
#include <stdio.h>
#include <stdarg.h>
#include <math.h>

HDC hDC = NULL;
GLuint base;//the first display list we create
GLfloat cnt1 = 3.f,cnt2 = 0.6f;//move on the screen or set color

GLvoid buildFont()                                // Build Our Bitmap Font
{
    HFONT    font;                                        // Windows Font ID
    HFONT    oldfont;                                    // Used For Good House Keeping

    base = glGenLists(96);                                // Storage For 96 Characters

    font = CreateFont(    
        -24,                            // Height Of Font
        0,                                // Width Of Font
        0,                                // Angle Of Escapement
        0,                                // Orientation Angle
        FW_BOLD,                        // Font Weight
        FALSE,                            // Italic
        FALSE,                            // Underline
        FALSE,                            // Strikeout
        ANSI_CHARSET,                    // Character Set Identifier
        OUT_TT_PRECIS,                    // Output Precision
        CLIP_DEFAULT_PRECIS,            // Clipping Precision
        ANTIALIASED_QUALITY,            // Output Quality
        FF_DONTCARE|DEFAULT_PITCH,        // Family And Pitch
        "Times New Roman");                    // Font Name

    oldfont = (HFONT)SelectObject(hDC, font);           // Selects The Font We Want
    wglUseFontBitmaps(hDC, 32, 96, base);                // Builds 96 Characters Starting At Character 32
    SelectObject(hDC, oldfont);                            // Selects The Font We Want
    DeleteObject(font);                                    // Delete The Font

    printf("build font successfully!\n");
}

void killFont()
{
    glDeleteLists(base,96);
}

void glPrint(const char *fmt, ...)                    // Custom GL "Print" Routine
{
    char        text[256];                                // Holds Our String
    va_list        ap;                                        // Pointer To List Of Arguments

    if (fmt == NULL)    // If There's No Text
    {
        printf("the string to print is NULL!\n");
        return;                                            // Do Nothing
    }

    va_start(ap, fmt);                                    // Parses The String For Variables
    vsprintf(text, fmt, ap);                        // And Converts Symbols To Actual Numbers
    va_end(ap);                                            // Results Are Stored In Text

    printf("text = %s\n",text);
    printf("strlen(text) = %d\n",strlen(text));

    glPushAttrib(GL_LIST_BIT);                            // Pushes The Display List Bits
    glListBase(base - 32);                                // Sets The Base Character to 32
    glCallLists(strlen(text), GL_UNSIGNED_BYTE, text);    // Draws The Display List Text
    glPopAttrib();                                        // Pops The Display List Bits
}

int init(GLvoid)                                        // All Setup For OpenGL Goes Here
{
    glShadeModel(GL_SMOOTH);                            // Enable Smooth Shading
    glClearColor(0.0f, 0.0f, 0.0f, 0.5f);                // Black Background
    glClearDepth(1.0f);                                    // Depth Buffer Setup
    glEnable(GL_DEPTH_TEST);                            // Enables Depth Testing
    glDepthFunc(GL_LEQUAL);                                // The Type Of Depth Testing To Do
    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);    // Really Nice Perspective Calculations

    buildFont();                                        // Build The Font

    return TRUE;                                        // Initialization Went OK
}

void display()                                    // Here's Where We Do All The Drawing
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);    // Clear Screen And Depth Buffer
    glLoadIdentity();                                    // Reset The Current Modelview Matrix
    glTranslatef(0.0f,0.0f,-1.0f);                        // Move One Unit Into The Screen
    // Pulsing Colors Based On Text Position
    glColor3f(1.0f*float(cos(cnt1)),1.0f*float(sin(cnt2)),1.0f-0.5f*float(cos(cnt1+cnt2)));
    //glColor3f(1.0f,0.0f,0.0f);
    // Position The Text On The Screen
    glRasterPos2f(-0.45f+0.05f*float(cos(cnt1)), 0.32f*float(sin(cnt2)));

    /*glBegin(GL_TRIANGLES);
    glColor3f(1.0f,0.0f,0.0f);
    glVertex3f(0.0f,1.0f,0.0f);

    glColor3f(0.0f,1.0f,0.0f);
    glVertex3f(-1.0f,-1.0f,0.0f);

    glColor3f(0.0f,0.0f,1.0f);
    glVertex3f(1.0f,-1.0f,0.0f);
    glEnd();*/

    glPrint("Active OpenGL Text With NeHe - %7.2f", cnt1);    // Print GL Text To The Screen        
    
    glutSwapBuffers();// Everything Went OK
}

void spinDisplay()
{
    cnt1 += 0.051f;
    cnt2 += 0.005f;
    printf("cnt1: %f\n",cnt1);
    printf("cnt2: %f\n",cnt2);
}

void reshape(int w,int h)
{
    if (0 == h)
        h = 1;

    glViewport(0,0,(GLsizei)w,(GLsizei)h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(45.0,(GLfloat)w / (GLfloat)h,0.1f,100.0f);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
}

int main(int argc,char** argv)
{
    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
    glutInitWindowSize(600,600);
    glutInitWindowPosition(100,100);
    glutCreateWindow("Bitmap Fonts");
    init();
    glutDisplayFunc(display);
    glutReshapeFunc(reshape);
    //glutIdleFunc(spinDisplay);
    //glutKeyboardFunc(keyboard);
    glutMainLoop();
    killFont();
    return 0;
}