可能会是什如下
代码如下
BOOL Ctest9View::PreCreateWindow(CREATESTRUCT& cs)
{    cs.style |= WS_CLIPSIBLINGS | WS_CLIPCHILDREN;//openGL必需的
return CView::PreCreateWindow(cs);
GLboolean a;
glGetBooleanv(GL_DOUBLEBUFFER,&a);
}void Ctest9View::OnDraw(CDC* /*pDC*/)
{
Ctest9Doc* pDoc = GetDocument();
ASSERT_VALID(pDoc);
if (!pDoc)
return;
CPaintDC   dc(this); // device context for painting
RenderScene();
auxSwapBuffers(); 
SwapBuffers(dc.m_ps.hdc);
}
BOOL Ctest9View::SetWindowPixelFormat(HDC hDC)
{//定义窗口的像素格式
    PIXELFORMATDESCRIPTOR pixelDesc =
    {
sizeof(PIXELFORMATDESCRIPTOR),
1,   
PFD_DOUBLEBUFFER |
PFD_SUPPORT_OPENGL |
PFD_DRAW_TO_WINDOW|PFD_GENERIC_FORMAT|PFD_DRAW_TO_BITMAP,
PFD_TYPE_RGBA,   
24,   
0,0,0,0,0,0,   
0,   
0,   
0,   
0,0,0,0,   
32,   
0,   
0,   
PFD_MAIN_PLANE,   
0,   
0,0,0   
};
//pixelDesc.dwFlags=PFD_DOUBLEBUFFER;
if (pixelDesc.dwFlags&(PFD_SUPPORT_OPENGL|PFD_DOUBLEBUFFER))
{
    this->m_GLPixelIndex = ChoosePixelFormat(hDC,&pixelDesc);//选择最相近的像素格式
    if(this->m_GLPixelIndex==0)
    {
        this->m_GLPixelIndex = 1;//默认的像素格式
        if(DescribePixelFormat(hDC,this->m_GLPixelIndex,sizeof(PIXELFORMATDESCRIPTOR),&pixelDesc)==0)
        {//用默认的像素格式进行设置
            return FALSE;
        }
    }
    if(SetPixelFormat(hDC,this->m_GLPixelIndex,&pixelDesc)==FALSE)
    {
        return FALSE;
    }
}
    return TRUE;
}BOOL Ctest9View::InitGL(GLvoid)                                        // All Setup For OpenGL Goes Here
{
glShadeModel(GL_SMOOTH);                            // Enable Smooth Shading
glMatrixMode(GL_PROJECTION);
glMatrixMode(GL_MODELVIEW);
auxInitDisplayMode(AUX_DOUBLE|AUX_RGBA);
//auxInitDisplayMode(AUX_DOUBLE);//设置成双缓存模式auxInitDisplayMode(AUX_DOUBLE);//设置成双缓存模式
glClearColor(0.0,0.0,0.0,0.0);// Black Background
glPolygonMode(GL_FRONT,GL_FILL);
glPolygonMode(GL_BACK,GL_FILL);
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

    return TRUE;                                        // Initialization Went OK
}
BOOL Ctest9View::CreateViewGLContext(HDC hDC)
{
    this->m_hGLContext = wglCreateContext(hDC);//创建RC
    if(this->m_hGLContext==NULL)
    {//创建失败
        return FALSE;
    }    if(wglMakeCurrent(hDC,this->m_hGLContext)==FALSE)
    {//选为当前RC失败
        return FALSE;
    }
    return TRUE;
}
int Ctest9View::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CView::OnCreate(lpCreateStruct) == -1)
return -1; // TODO:  在此添加您专用的创建代码
HWND hWnd = this->GetSafeHwnd();    
    HDC hDC = ::GetDC(hWnd);  if(this->SetWindowPixelFormat(hDC)==FALSE)
    {//设置像素格式
        return 0;
    }
    if(this->CreateViewGLContext(hDC)==FALSE)
    {//创建RC并选为所用
        return 0;
    }
    if(!this->InitGL())
    {//初始化openGL
        return 0;
    }
    BuildList();
return 1;
}void Ctest9View::OnDestroy()
{
CView::OnDestroy(); // TODO: 在此处添加消息处理程序代码
if(wglGetCurrentContext()!=NULL)
    {
        wglMakeCurrent(NULL,NULL);
    }
    if(this->m_hGLContext!=NULL)
    {
        wglDeleteContext(this->m_hGLContext);
        this->m_hGLContext = NULL;
    }
}void Ctest9View::OnSize(UINT nType, int cx, int cy)
{
CView::OnSize(nType, cx, cy);
// TODO: 在此处添加消息处理程序代码
GLsizei width,height;
    width = cx;
    height = cy;
    if (height==0)                                        // Prevent A Divide By Zero By
    {
        height=1;                                        // Making Height Equal One
    }
    glViewport(0,0,width,height);                        // Reset The Current Viewport
    glMatrixMode(GL_PROJECTION);                        // Select The Projection Matrix
    glLoadIdentity();                                    // Reset The Projection Matrix
    // Calculate The Aspect Ratio Of The Window
    gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);//透视投影
    glMatrixMode(GL_MODELVIEW);                            // Select The Modelview Matrix
    glLoadIdentity();                                    // Reset The Modelview Matrix
}void Ctest9View::OnPaint()
{ //CPaintDC   dc(this); // device context for painting
// TODO: 在此处添加消息处理程序代码
// 不为绘图消息调用 CView::OnPaint()
//SwapBuffers(dc.m_ps.hdc);
CView::OnPaint();

}
void Ctest9View::RenderScene()
{
GLboolean a;
glGetBooleanv(GL_DOUBLEBUFFER,&a); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
// Position / translation
glTranslated(-1.5,-1.5,-10.0);
glRotated(m_xRotate, 1.0, 0.0, 0.0);
glRotated(m_yRotate, 0.0, 1.0, 0.0);
glScalef(2,2,2);

::glCallList(1);
::glCallList(2);   
glPopMatrix();
glFlush();
//SwapBuffers(wglGetCurrentDC());
//InvalidateRect(NULL,FALSE);
}int Ctest9View::BuildList(GLvoid)                                   
{// Here's Where We Do All The Drawing
  glGenLists(2);
  ::glNewList(1,GL_COMPILE);  glShadeModel(GL_SMOOTH);  glColor3ub(255,255,255);
  glLineWidth(2.0); //线宽设置    glBegin(GL_LINES);
   // draw x axis in red, y axis in green, z axis in blue 
   glColor3f(1., .2, .2);
   glVertex3f(0., 0., 0.);
   glVertex3f(1., 0., 0.);   glColor3f(.2, 1., .2);
   glVertex3f(0., 0., 0.);
   glVertex3f(0., 1., 0.);   glColor3f(.2, .2, 1.);
   glVertex3f(0., 0., 0.);
   glVertex3f(0., 0., 1.);   glEnd(); 
   ::glEndList();  ::glNewList(2,GL_COMPILE);
   float i, j;
   int count = 0;
   GLfloat white4[] = {.4, .4, .4, 1.};
   GLfloat white1[] = {.1, .1, .1, 1.};
   GLfloat green5[] = {0., .5, 0., 1.};
   GLfloat green2[] = {0., .2, 0., 1.};
   GLfloat black[] = {0., 0., 0., 1.};
   GLfloat mat_shininess[] = {7.}; // Phong exponent
   glBegin(GL_QUADS);
   for(i=-15.;i<=15.;i+=1) 
   {
      for(j=-15.;j<=15.;j+=1) 
      {  
if((count%2) == 0) 
{
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, black);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white4);
glColor3f(.6, .6, .6);
}
else 
{
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, black);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, green5);
glColor3f(.8, .8, .8);
} glNormal3f(0.,0.,1.); glVertex3f(j,  0, i);
glVertex3f(j,  0, i+1);
glVertex3f(j+1,0, i+1);
glVertex3f(j+1,0, i);
count++;
  }
   }
   glEnd();
   ::glEndList();
   return TRUE;   // Everything Went OK
   
}