Вам необходимо создать контекст OpenGL (WGL) перед вызовом glGetString (GL_VERSION):
#include <windows.h>
#include <GL/GL.h>
#pragma comment (lib, "opengl32.lib")
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
int WinMain( __in HINSTANCE hInstance, __in_opt HINSTANCE hPrevInstance, __in_opt LPSTR lpCmdLine, __in int nShowCmd )
{
MSG msg = {0};
WNDCLASS wc = {0};
wc.lpfnWndProc = WndProc;
wc.hInstance = hInstance;
wc.hbrBackground = (HBRUSH)(COLOR_BACKGROUND);
wc.lpszClassName = L"oglversionchecksample";
wc.style = CS_OWNDC;
if( !RegisterClass(&wc) )
return 1;
CreateWindowW(wc.lpszClassName,L"openglversioncheck",WS_OVERLAPPEDWINDOW|WS_VISIBLE,0,0,640,480,0,0,hInstance,0);
while( GetMessage( &msg, NULL, 0, 0 ) > 0 )
DispatchMessage( &msg );
return 0;
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_CREATE:
{
PIXELFORMATDESCRIPTOR pfd =
{
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, //Flags
PFD_TYPE_RGBA, //The kind of framebuffer. RGBA or palette.
32, //Colordepth of the framebuffer.
0, 0, 0, 0, 0, 0,
0,
0,
0,
0, 0, 0, 0,
24, //Number of bits for the depthbuffer
8, //Number of bits for the stencilbuffer
0, //Number of Aux buffers in the framebuffer.
PFD_MAIN_PLANE,
0,
0, 0, 0
};
HDC ourWindowHandleToDeviceContext = GetDC(hWnd);
int letWindowsChooseThisPixelFormat;
letWindowsChooseThisPixelFormat = ChoosePixelFormat(ourWindowHandleToDeviceContext, &pfd);
SetPixelFormat(ourWindowHandleToDeviceContext,letWindowsChooseThisPixelFormat, &pfd);
HGLRC ourOpenGLRenderingContext = wglCreateContext(ourWindowHandleToDeviceContext);
wglMakeCurrent (ourWindowHandleToDeviceContext, ourOpenGLRenderingContext);
MessageBoxA(0,(char*)glGetString(GL_VERSION), "OPENGL VERSION",0);
wglDeleteContext(ourOpenGLRenderingContext);
PostQuitMessage(0);
}
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}