I know GLUT is easier to implement than a purpose-made win32, mac or linux OpenGL init code, but you'll find you will learn a lot more about opengl and device/rendering contexts and the rendering pipeline if you build your OpenGL program around these. I'd recommend taking NeHe's code and editing it out so you have OpenGL basecodes for fullscreen and windowed mode, and creating project files from these in whatever development IDE you are using.