I really do try to trust in other people's code and use libraries instead of being a DYI person, but I never seem to be able to use the libraries correctly! For example, even just a simple program for glFont2 seems to not be working here, this is the exact code used in Brad Fish's example here http://students.cs.byu.edu/~bfish/gl...nt%202.0%20API. I am going to try to use this library in a larger project, but I translated it to just fit into nehe's basecode for a compilable example. Here is the relevant code using the glFont

Code:
#include <windows.h>		// Header File For Windows
#include <gl\gl.h>			// Header File For The OpenGL32 Library
#include <gl\glu.h>			// Header File For The GLu32 Library
#include <gl\glaux.h>		// Header File For The Glaux Library
#include "glfont2.h"

HDC			hDC=NULL;		// Private GDI Device Context
HGLRC		hRC=NULL;		// Permanent Rendering Context
HWND		hWnd=NULL;		// Holds Our Window Handle
HINSTANCE	hInstance;		// Holds The Instance Of The Application

bool	keys[256];			// Array Used For The Keyboard Routine
bool	active=TRUE;		// Window Active Flag Set To TRUE By Default
bool	fullscreen=TRUE;	// Fullscreen Flag Set To Fullscreen Mode By Default
glfont::GLFont  gl_font;

LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProc

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
	}

	//Initialize the viewport
	glViewport(0, 0, width, height);

	//Initialize OpenGL projection matrix
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluOrtho2D(0.0, 640.0, 0.0, 480.0);

	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
	glLoadIdentity();									// Reset The Modelview Matrix
}

int InitGL(GLvoid)										// All Setup For OpenGL Goes Here
{
	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
	glClearDepth(1.0f);									// Depth Buffer Setup
	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
	glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations	
    
	//Initialize OpenGL
	glClearColor(0.0, 0.0, 0.0, 1.0);	
	glEnable(GL_TEXTURE_2D);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	//Try and load our font
	if (!gl_font.Create("courier.glf", 1))
		return FALSE;

	return TRUE;										// Initialization Went OK
}

int DrawGLScene(GLvoid)									// Here's Where We Do All The Drawing
{
	float top_color[3] = {1.0F, 1.0F, 1.0F};
	float bottom_color[3] = {0.0F, 0.0F, 1.0F};

	//Clear back buffer
	glClear(GL_COLOR_BUFFER_BIT);

	//Initialize modelview matrix
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	//Draw some strings
	glColor3f(0.0F, 0.0F, 1.0F);
	gl_font.Begin();
	gl_font.DrawString("Hello World!", 2.0F, 0.0F, 480.0F);
	gl_font.DrawString(L"Hello World!", 2.0F, 0.0F,
		400.0F, top_color, bottom_color);
	gl_font.DrawString(std::string("Hello World!"), 0.0F, 320.0F);
	gl_font.DrawString(std::wstring(L"Hello World!"), 0.0F, 280.F,
		top_color, bottom_color);
	glTranslatef(0.0F, 200.F, 0.0F);
	glRotatef(15.0F, 0.0F, 0.0F, 1.0F);
	gl_font.DrawString("Hello World!", 2.0F, 0.0F, 0.F,
		top_color, bottom_color);

	return TRUE;										// Everything Went OK
}
I uploaded a .zip containing the entire compilable project, if you want to poke around at it. It can be found here: http://download.yousendit.com/EE732F4F4922D054 (no annoying download screens like rapidshare, so, feel free to go for it).