SDL/OpenGL shape rotation problem!

Why does this fail?
Whenever angle is set to 0 shape is visible, but when its increased to 0.1 or higher then the shape dissappears :S.

#include "SDL/SDL.h"
#include <gl/gl.h>
#include <gl/glu.h>
#include <gl\glaux.h>
void LoopFunc();

SDL_Surface *screen = NULL;
SDL_Event event;

GLfloat angle= 0.0f;

int main(int argc,char *args[])
{
    int start;

    SDL_Init(SDL_INIT_EVERYTHING);
    screen = SDL_SetVideoMode(800,600,32,SDL_HWSURFACE | SDL_OPENGL);
    glClearColor(0, 0, 0, 0);
    glClearDepth(1.0f);
    glViewport(0, 0, 800, 600);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(0, 800, 600, 0, 1, -1);
    glMatrixMode(GL_MODELVIEW);
    glEnable(GL_TEXTURE_2D | GL_DEPTH_TEST);
    glLoadIdentity();


    while(true)
    {
        start = SDL_GetTicks();

        if(SDL_PollEvent(&event))
        {
            if(event.type == SDL_QUIT)
            {
                return false;
            }
            if(event.type == SDL_KEYDOWN)
            {
                if(event.key.keysym.sym == SDLK_ESCAPE)
                {
                    return false;
                }
            }
        }

        LoopFunc();


        SDL_Flip(screen);
    }

    SDL_Quit();

    return 0;
}

void LoopFunc()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();

    glRotatef(angle,1.0f,0.0f,0.0f);
    glBegin(GL_TRIANGLES);
        glColor3f(1.0f,0.0f,0.0f);
        glVertex3f(350.0f,100.0f,-1.0f);
        glColor3f(0.0f,1.0f,0.0f);
        glVertex3f(100.0f,400.0f,-1.0f);
        glColor3f(0.0f,0.0f,3.0f);
        glVertex3f(600.0f,400.0f,-1.0f);
    glEnd();

    angle+= 0.2f;

    SDL_GL_SwapBuffers();
}

glEnable(GL_TEXTURE_2D | GL_DEPTH_TEST);
is not valid code

See
http://www.opengl.org/wiki/Common_Mistakes#Bitfield_enumerators

Convert
glOrtho(0, 800, 600, 0, 1, -1);
to
glOrtho(0.0, 800.0, 600.0, 0.0, 1000.0, 1000.0);

Thanks man!
Only that

glOrtho(0.0, 800.0, 600.0, 0.0, 1000.0, 1000.0);

fails,but works if i do

glOrtho(0.0, 800.0, 600.0, 0.0, 1000.0, -1000.0);

then it works just fine.