TRY TO RUN OPENGL for first time with Freeglut and Glew, DOESEN'T WORK, NEED HELP!!!!

Any Idea

I try to use Free Glut with GLEW 1.5.5 fixes minor bugs and adds new extensions

I get this error message…

‘MyFirstProgram.exe’: Loaded ‘C:\Users\francois\Documents\Visual Studio 2010\Projects\MyFirstProgram\Debug\MyFirstProgram.exe’, Symbols loaded.
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64
tdll.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\kernel32.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\KernelBase.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Users\francois\Documents\Visual Studio 2010\Projects\MyFirstProgram\MyFirstProgram\glew32.dll’, Binary was not built with debug information.
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\opengl32.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\msvcrt.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\advapi32.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\sechost.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\rpcrt4.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\sspicli.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\cryptbase.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\gdi32.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\user32.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\lpk.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\usp10.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\glu32.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\ddraw.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\dciman32.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\setupapi.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\cfgmgr32.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\oleaut32.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\ole32.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\devobj.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\dwmapi.dll’, Cannot find or open the PDB file
The program ‘[6292] MyFirstProgram.exe: Native’ has exited with code -1073741701 (0xc000007b).

//#include <GL\freeglut.h>
//#include <GL\glew.h>

#include <glew.h>
#include <freeglut.h>
#include <iostream>

using namespace std;

GLuint triangle_vao;
GLint vertexID;
GLint fragID;
GLuint shader;

// This function asks the driver for a vertex array object, which will store information
// about what is being drawn, such as geometry, color information, texture information and so on.
// Hold on to the ID that this function returns, because you can use it later on!
GLuint createVertexArray() {
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
return vao;
}

// This function takes in a vertex array object ID and an array of vertices. It should be called
// immediately after calling createVertexArray. It returns a buffer ID (which you probably won’t
// use). NOTE: this assumes that you want triangles and not points or lines.
GLuint loadVertexPositions(GLuint shaderProgramID, GLuint vao, GLfloat* vVerts, GLuint numVertices) {
glBindVertexArray(vao);
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer (GL_ARRAY_BUFFER, buffer);

// Copy the array data into the active buffer (remember, there's a GLuint above that's active)
glBufferData(GL_ARRAY_BUFFER, numVertices*3*sizeof(GLfloat), vVerts, GL_STATIC_DRAW);

// Figure out where vPosition is in our shader
GLuint loc = glGetAttribLocation(shaderProgramID, "vPosition");
// Turn it on
glEnableVertexAttribArray(loc);
// Tell it how the data should be parsed
glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, 0, 0);

return buffer;

}

// You shouldn’t have to call this function (it’s called from the functions
// that make shaders); it is a helper function to determine if a shader compiled correctly.
int compiledStatus(GLint shaderID){
GLint compiled = 0;
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &compiled);
if (compiled) {
return true;
}
else {
GLint logLength;
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &logLength);
char* msgBuffer = new char[logLength];
glGetShaderInfoLog(shaderID, logLength, NULL, msgBuffer);
printf ("%s
", msgBuffer);
delete (msgBuffer);
return false;
}
}

// This function takes in the source code for a vertex shader,
// compiles it, and returns the ID (number) of the shader. It returns
// -1 if the shader didn’t compile
GLint makeVertexShader (char* shaderSource) {
GLint vShaderID = glCreateShader(GL_VERTEX_SHADER);
glShaderSource (vShaderID, 1, (const GLchar**)&shaderSource, NULL);
glCompileShader(vShaderID);
int compiledCorrectly = compiledStatus(vShaderID);
if (compiledCorrectly) {
return vShaderID;
}
return -1;
}

// This function takes in the source code for a fragment shader,
// compiles it, and returns the ID (number) of the shader. It returns
// -1 if the shader didn’t compile
GLuint makeFragmentShader (char* shaderSource) {
GLint fShaderID = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource (fShaderID, 1, (const GLchar**)&shaderSource, NULL);
glCompileShader(fShaderID);
int compiledCorrectly = compiledStatus(fShaderID);
if (compiledCorrectly) {
return fShaderID;
}
return -1;
}

// A helper function that takes in a program ID and returns whether
// or not it linked correctly. If not, it prints out an error
// message letting you know what the problem was. This will
// be called from makeShaderProgram()
bool linkedStatus(GLint programID){
GLint linked = 0;
glGetProgramiv(programID, GL_LINK_STATUS, &linked);
if (linked) {
return true;
}
else {
GLint logLength;
glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &logLength);
char* msgBuffer = new char[logLength];
glGetProgramInfoLog(programID, logLength, NULL, msgBuffer);
printf ("%s
", msgBuffer);
delete (msgBuffer);
return false;
}
}

// A function that takes in the IDs for vertex and fragment shader,
// and returns the ID of a shader program that has been linked.
GLint makeShaderProgram (GLint vertexShaderID, GLint fragmentShaderID) {
printf ("Linking %d with %d
", vertexShaderID, fragmentShaderID);
GLuint programID = glCreateProgram();
glAttachShader(programID, vertexShaderID);
glAttachShader(programID, fragmentShaderID);
glLinkProgram (programID);

bool linked = linkedStatus (programID);

if (linked) {
	return programID;
}
return -1;

}

// Any time the window is resized, this function gets called. It’s setup to the
// “glutReshapeFunc” in main.
void changeViewport(int w, int h){
glViewport(0, 0, w, h);
}

// Here is the function that gets called each time the window needs to be redrawn.
// It is the “paint” method for our program, and is set up from the glutDisplayFunc in main
void render() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
glutSwapBuffers();
}

int main (int argc, char** argv) {
// Initialize GLUT
glutInit(&argc, argv);

// Set up some memory buffers for our display
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH);
// Set the window size
glutInitWindowSize(800, 600);
// Create the window with the title "Triangle"
glutCreateWindow("Triangle");
// Bind the two functions (above) to respond when necessary
glutReshapeFunc(changeViewport);
glutDisplayFunc(render);

// Very important!  This initializes the entry points in the OpenGL driver so we can 
// call all the functions in the API.

GLenum err = glewInit();
if (GLEW_OK != err) {
	fprintf(stderr, "GLEW error");
	return 1;
}

char* vertexProg = "#version 150


in vec4 vPosition;


void main () {

gl_Position = vPosition;

}
";

char* fragmentProg="#version 150


out vec4 fColor;


void main () {

fColor = vec4 (1.0, 0.0, 0.0, 1.0);

}
";

float vertices[] = {-0.5f, -0.5f, 0.0f, 
					0.5f, -0.5f, 0.0f,
					0.0f, 0.5f, 0.0f};

vertexID = makeVertexShader (vertexProg);
fragID = makeFragmentShader (fragmentProg);
shader = makeShaderProgram(vertexID, fragID);

glUseProgram (shader);

cout &lt;&lt; "Vertex ID is " &lt;&lt; vertexID &lt;&lt; endl;
cout &lt;&lt; "Fragment ID is " &lt;&lt; fragID &lt;&lt; endl;
cout &lt;&lt; "Shader program ID is " &lt;&lt; shader &lt;&lt; endl;

triangle_vao = createVertexArray();
loadVertexPositions(shader, triangle_vao, vertices, 3);

// Start up a loop that runs in the background (you never see it).
glutMainLoop();
return 0;

}

‘MyFirstProgram.exe’: Loaded ‘C:\Users\francois\Documents\Visual Studio 2010\Projects\MyFirstProgram\Debug\MyFirstProgram.exe’, Symbols loaded.
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64
tdll.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\kernel32.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\KernelBase.dll’, Cannot find or open the PDB file
The program ‘[3952] MyFirstProgram.exe: Native’ has exited with code -1073741701 (0xc000007b).

‘MyFirstProgram.exe’: Loaded ‘C:\Users\francois\Documents\Visual Studio 2010\Projects\MyFirstProgram\Debug\MyFirstProgram.exe’, Symbols loaded.
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64
tdll.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\kernel32.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\KernelBase.dll’, Cannot find or open the PDB file
The program ‘[3952] MyFirstProgram.exe: Native’ has exited with code -1073741701 (0xc000007b).

#include “glew.h”
#include “freeglut.h”
//#include <iostream>

//using namespace std;

GLuint triangle_vao;
GLint vertexID;
GLint fragID;
GLuint shader;

// Any time the window is resized, this function gets called. It’s setup to the
// “glutReshapeFunc” in main.
void changeViewport(int w, int h){
glViewport(0, 0, w, h);
}

// Here is the function that gets called each time the window needs to be redrawn.
// It is the “paint” method for our program, and is set up from the glutDisplayFunc in main
void render() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
glutSwapBuffers();
}

int main (int argc, char** argv) {
// Initialize GLUT
glutInit(&argc, argv);

// Set up some memory buffers for our display
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB);
// Set the window size
glutInitWindowSize(800, 600);
// Create the window with the title "Triangle"
glutCreateWindow("Triangle");
// Bind the two functions (above) to respond when necessary
glutReshapeFunc(changeViewport);
glutDisplayFunc(render);

// Very important!  This initializes the entry points in the OpenGL driver so we can 
// call all the functions in the API.

glutMainLoop();
return 0;

}

MyFirstProgram.exe’: Loaded ‘C:\Users\francois\Documents\Visual Studio 2010\Projects\MyFirstProgram\Debug\MyFirstProgram. exe’, Symbols loaded.
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64
tdll.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\kernel32.dll’, Cannot find or open the PDB file
‘MyFirstProgram.exe’: Loaded ‘C:\Windows\SysWOW64\KernelBase.dll’, Cannot find or open the PDB file

These are not errors they just state the debug symbols are not available for these dll’s.