glew + sdl problems

Hi!
i got some problems with glew.


#include <Windows.h>
#include <SDL.h>
#include "Settings.h"
#include "Buffer.h"
#include <GL/glew.h>

int WINAPI WinMain(	HINSTANCE hInstance,
					HINSTANCE hPrevInstance,
					LPSTR lpCmdLine,
					int nCmdShow )
{
	bool running=true;
	SDL_Surface *screen;
	SDL_Event event;

	//Settings::read();
	// ----- SDL init ---------------
	if (SDL_Init(SDL_INIT_VIDEO) < 0) {
		fprintf(stderr, "Video initialization failed: %s
", SDL_GetError());
		exit(-1);
	}

	atexit(SDL_Quit);
	// ----- OpenGL attribute setting via SDL ---------------
	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
	SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 0);
	SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);

	// ----- Setting up the screen surface ---------------
	if ((screen = SDL_SetVideoMode(Settings::RESOLUTION_WIDTH, Settings::RESOLUTION_HEIGHT, 0, SDL_OPENGL)) == 0) {
		fprintf(stderr, "Video mode set failed: %s
", SDL_GetError());
        	exit(-1);
	}
	GLenum err = glewInit();
	if (GLEW_OK != err)
	{
		MessageBox(0,"error", "err", MB_OK);
		return 0;
	}
	if (GLEW_VERSION_1_3)
	{
		MessageBox(0,"asdf", "asdf", MB_OK);
	}
	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	while (running) {
		
		while (SDL_PollEvent(&event)) {
			switch (event.type) {
			case SDL_QUIT:
				running = false;
				break;
			}
		}
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		SDL_GL_SwapBuffers();
	}
	return 1;
}

compiles fine, also runs, but it says gl version 1.3 is not available (but i even got gl 4.0 running on my pc). things like glClear also work, but when i use glGenFramebuffersEXT(1, &id); e.g. i get a runtime error.

did i miss something? what could be the problem?

We can’t see pertinent lines in your code about what you’re talking about (FBO). So we can’t really help you there.

well it’s already strange that it doesn’t show the message box

if (GLEW_VERSION_1_3)
	{
		MessageBox(0,"asdf", "asdf", MB_OK);
	}

and for the FBO i did it in another file


glGenFramebuffersEXT(1, &id);
	glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, id);
	if(flags & BUFFER_DEPTH){
		glGenFramebuffersEXT(1, &depth);
		glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, w, h);
		glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth);
	}
	if(flags & BUFFER_COLOR){
		glGenTextures(1, &color0);
		glBindTexture(GL_TEXTURE_2D, color0);
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,  w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
		glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, color0, 0);
	}

where w, h are integer and id,depth,color are GLuint.