Before calling glGetString (GL_VERSION), you need to create an OpenGL context (WGL):
#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; }