OpenGL + MFC + glTranslated = black screen

Im trying to make a MFC + OpenGL application but when I’m using glTranslated(,,*) with values bigger than 1.0 then nothing gets drawn… Could you help me? Maybe I forgot some important initializations. Here is the initialization code and drawing code:

int MySetPixelFormat(HDC hdc)
{

PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR), // size of this pfd
1, // version number
PFD_DRAW_TO_WINDOW | // support window
PFD_SUPPORT_OPENGL | // support OpenGL
PFD_DOUBLEBUFFER, // double buffered
PFD_TYPE_RGBA, // RGBA type
24, // 24-bit color depth
0, 0, 0, 0, 0, 0, // color bits ignored
0, // no alpha buffer
0, // shift bit ignored
0, // no accumulation buffer
0, 0, 0, 0, // accum bits ignored
32, // 32-bit z-buffer
0, // no stencil buffer
0, // no auxiliary buffer
PFD_MAIN_PLANE, // main layer
0, // reserved
0, 0, 0 // layer masks ignored
};

int iPixelFormat;

// get the device context’s best, available pixel format match
if((iPixelFormat = ChoosePixelFormat(hdc, &pfd)) == 0)
{
MessageBox(NULL, “ChoosePixelFormat Failed”, NULL, MB_OK);
return 0;
}

// make that match the device context’s current pixel format
if(SetPixelFormat(hdc, iPixelFormat, &pfd) == FALSE)
{
MessageBox(NULL, “SetPixelFormat Failed”, NULL, MB_OK);
return 0;
}

return 1;
}
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
{
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,1000.0f);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}

int COpenGL::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CWnd::OnCreate(lpCreateStruct) == -1)
return -1;
MySetPixelFormat(::GetDC(m_hWnd));
HDC hdc = ::GetDC(m_hWnd);
HGLRC hglrc;

if (hglrc = wglCreateContext(hdc))
{
// try to make it the thread’s current rendering context
if(wglMakeCurrent(hdc, hglrc))
{

  	// TODO: Add your specialized creation code here
  	ReSizeGLScene(500, 300);
  	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
  	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);				// Black Background
  	glClearDepth(1.0f);									// Depth Buffer Setup
  	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
  	glDepthFunc(GL_LESS);								// The Type Of Depth Testing To Do
  	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations
  	glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  	glEnable(GL_TEXTURE_2D);							/* Enable 2D Texture Mapping */

  } 
}  

wglMakeCurrent(NULL, NULL) ;
::ReleaseDC (m_hWnd, hdc) ;
wglDeleteContext(hglrc);
return 0;
}

void COpenGL::OnPaint()
{
CPaintDC dc(this); // device context for painting

// TODO: Add your message handler code here
HDC hdc = ::GetDC(m_hWnd);
HGLRC hglrc;

// TODO: Add your message handler code here
glClearColor(0,0,0,0);
glColor3f(1, 1, 1);

if (hglrc = wglCreateContext(hdc))
{
// try to make it the thread’s current rendering context
if(wglMakeCurrent(hdc, hglrc))
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();// Reset The Current Modelview Matrix
glTranslated(0.0,0.0,-2.00000);
glBegin(GL_TRIANGLES);
glVertex3f(.5, 0, 0);
glVertex3f(0, .5, 0);
glVertex3f(-.5, 0, 0);
glEnd();
SwapBuffers(hdc);
}
}

wglMakeCurrent(NULL, NULL) ;
::ReleaseDC (m_hWnd, hdc) ;
wglDeleteContext(hglrc);
}

Thank you