So, I thought I'd get to grips with proper OpenGL, 3.2 and all that.
I'd have been better off spending the day driving rusty nails into my eyes.
GLee seems to be abandoned, so I'll look for something else.
Hmmm, everyone seems to like GLEW, lets try that. Oh Noes! It doesn't do window/context management.
Some tutorials mention GLUT, but that seems to be outdated...
GLFW still seems to be alive and updating... Yay! I have managed to create a window with a 3.3 core profile context!
OK, lets bring in GLEW... Nope everything is crashing.
OK, create the GLFW window BEFORE glewInit(), now things are moving in the right direction...
Draw a triangle with new fangled vertex buffers... Nope, nothing on screen.
Turn off core profile and allow legacy API calls... a wild triangle appears.
OK, lets add a shader and see if that helps.
Write a C++ shader loader, GLFW throws a random ASSERT, even when the loader code isn't executed.
Rewrite shader loader using C I/O functions, success! Shader program compiles and links just fine.
Does the shader actually affect the output? No!
Stomps off to see if there's any beer left in the fridge.