Before you can open a window, you must specify its characteristics: Should it be single-buffered or double-buffered? Should it store colors as RGBA values or as color indices? Where should it appear on your display? To specify the answers to these questions, call auxInitDisplayMode() and auxInitPosition() before you call auxInitWindow() to open the window. void auxInitWindow(GLbyte *titleString);
Opens a window with the characteristics specified by auxInitDisplayMode() and auxInitPosition(). The string titleString appears in the title bar, if your window system does that sort of thing. The Escape key is bound to an exiting function that kills the window, exits the program, and generally cleans up. Also, the default color for the background is set to black for an RGBA window and to color index 0 for a color-index window.
void auxInitDisplayMode(GLbitfield mask);
Tells auxInitWindow() whether to create an RGBA or color-index window, or a single- or double-buffered window. You can also specify that the window have an associated depth, stencil, and/or accumulation buffer. The mask argument is a bitwise ORed combination of AUX_RGBA or AUX_INDEX, AUX_SINGLE or AUX_DOUBLE, and any of the buffer-enabling flags: AUX_DEPTH, AUX_STENCIL, or AUX_ACCUM. For example, for a double-buffered, RGBA-mode window with a depth and stencil buffer, use AUX_DOUBLE | AUX_RGBA | AUX_DEPTH | AUX_STENCIL. The default value is AUX_INDEX | AUX_SINGLE, or a color-index, single-buffered window.
void auxInitPosition(GLint x, GLint y, GLsizei width, GLsizei height);
Tells auxInitWindow() where to position a window on the screen. The arguments (x, y) indicate the location of the lower left corner of the window, and width and height indicate the window's size (in pixels). The default values are (0, 0) for (x, y) and (100, 100) for (width, height).
OpenGL Programming Guide