Hello, I am trying to draw a big sphere in background, so it is supposed to look small, but for some reason its just not working. I am a newbie in OpenGL. Can someone please tell me what am I doing wrong? I am drawing the sphere in render function, and translating it by -50 Z. Thank you very much.

Code :
#include <stdio.h>     // - Just for some ASCII messages
#include "gl/glut.h"   // - An interface and windows 
#include <math.h>                       //   management library
#include "visuals.h"   // Header file for our OpenGL functions
 
 
int angle = 0;
 
 
 
 
void Render()
{    
  	glClear(GL_COLOR_BUFFER_BIT);
	glClear(GL_DEPTH_BUFFER_BIT);
 
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
 
	///////////////////////////////////////////////////////// sphere in background
	glColor4f(0.5, 0.5, 0.8,0.3);
	glTranslatef(0.0, 0.0, -50);
	makeSilver();	
	glutSolidSphere (30, 50, 50);	
	/////////////////////////////////////////////////////////// sphere in background
 
  drawTorus(angle); //
drawSpheres(angle);	
	glutSwapBuffers();
}
 
 
void drawTorus(int a)
{
	 glPushMatrix();
	glColor3f(0.5, 0.5, 0.8);
	glTranslatef(0.0, 50, 0.0);
	 glRotatef(a, 0.0, 1.0, 0.0);
	glutSolidTorus( 4, 16, 20, 15);	
	glPopMatrix();
}
 
void drawSpheres(int a)
{
	 glPushMatrix();
	glColor3f(1.0, 0.5, 0.2);	
	makeCopper();
	glRotatef(a, 0.0, 0.0, 1.0);
 
	glPushMatrix();	
	glTranslatef(-18.0, 14.0, 13.0);	
	glutSolidSphere (10, 50, 50);
	glPopMatrix();
 
	glPushMatrix();
	glTranslatef(14.0, -15.0, -16.0);
	glutSolidSphere (10, 50, 50);
	glPopMatrix();
 
	glPushMatrix();
	glTranslatef(-4.0, -27.0, 15.0);
	glutSolidSphere (10, 50, 50);
	glPopMatrix();
 
	glPushMatrix();
	glTranslatef(19, -28, 12.0);
	glutSolidSphere (10, 50, 50);
	glPopMatrix();
 
	glPushMatrix();
	glTranslatef(-17, 36.0,19.0);
	glutSolidSphere (10, 50, 50);
	glPopMatrix();
 
	glPushMatrix();
	glTranslatef(41.0, -19.0, 35.0);
	glutSolidSphere (10, 50, 50);
	glPopMatrix();
 
	glPushMatrix();
	glTranslatef(-35.0, -25.0, 0.0);
	glutSolidSphere (10, 50, 50);
	glPopMatrix();
 
	glPushMatrix();
	glTranslatef(30.0, 40.0, 0.0);
	glutSolidSphere (10, 50, 50);
	glPopMatrix();
	glPopMatrix();
 
}
 
void makeCopper() /////////////////////////////////////// FOR COPPER TEXTURING FOR SMALL SPHERES
{
 
	GLfloat specref[4];
	specref[0] = 0.247; specref[1] = 0.225; specref[2] = 0.065; specref[3] = 1.0;
	glMaterialfv(GL_FRONT,GL_AMBIENT,specref);
	specref[0] = 0.346; specref[1] = 0.314; specref[2] = 0.090; specref[3] = 1.0;
	glMaterialfv(GL_FRONT,GL_DIFFUSE,specref);
	specref[0] = 0.797; specref[1] = 0.724; specref[2] = 0.208; specref[3] = 1.0;
	glMaterialfv(GL_FRONT,GL_SPECULAR,specref);
	glMaterialf(GL_FRONT,GL_SHININESS,51.2);
 
}
 
void makeSilver()//////////////////////////////// FOR SILVER TEXTURING FOR SPHERE
{
 
 
		GLfloat specref[4];
	specref[0] = 0.231; specref[1] = 0.231; specref[2] = 0.231; specref[3] = 1.0;
	glMaterialfv(GL_FRONT,GL_AMBIENT,specref);
	specref[0] = 0.275; specref[1] = 0.275; specref[2] = 0.275; specref[3] = 1.0;
	glMaterialfv(GL_FRONT,GL_DIFFUSE,specref);
	specref[0] = 0.774; specref[1] = 0.774; specref[2] = 0.774; specref[3] = 1.0;
	glMaterialfv(GL_FRONT,GL_SPECULAR,specref);
	glMaterialf(GL_FRONT,GL_SHININESS,59.5);
 
}
 
 
 
//-----------------------------------------------------------
 
void Resize(int w, int h)
{
	if (h==0) h=1;
	glViewport(0,0,w,h); 
 
	// Setup viewing volume
 
	glMatrixMode(GL_PROJECTION); 
	//glLoadIdentity();	 
////(02b)	   
	// L     R       B      T      N      F
//	glOrtho (-50.0f, 50.0f, -50.0f, 50.0f,-500.0f,500.0f);
	//glFrustum(-50.0f, 50.0f, -50.0f, 50.0f,-500.0f,500.0f);
	float aspect = (float)w/(float)h;             /// aspect ratio
	//glPushMatrix();
	//glMatrixMode(GL_MODELVIEW ); 
	gluPerspective(60.0, aspect, 1.0, 500.0);
 
	//Resize(w,h);
}
 
void Idle()
{
 
if(angle+1 >360)
	angle = 1;
else
	angle +=1;	
 
    glutPostRedisplay(); 
}
 
 
void Setup()
{ 
	  glEnable( GL_CULL_FACE );
 
   glShadeModel( GL_SMOOTH );
 
   glEnable(GL_DEPTH_TEST);
   glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   glDepthFunc( GL_LEQUAL );      
   glClearDepth(1.0); 	
   	glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
     glEnable(GL_COLOR_MATERIAL);
    glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
 
   //////////////////////////////////////////////////////////// IMPLEMENTATION OF LIGHT SOURCE////////////////////////////////////
	GLfloat light_position[] = { 0.0, 0.0,50.0, 0.0 };
	glLightfv( GL_LIGHT0, GL_POSITION, light_position);
 
	GLfloat ambientLight[] = { 0.8, 0.8, 0.8, 1.0 };
	GLfloat diffuseLight[] = { 0.5, 0.5, 0.5, 1.0 };
	GLfloat specularLight[] = { 0.4, 0.4, 0.4, 1.0 };
 
 
	glLightfv( GL_LIGHT0, GL_AMBIENT, ambientLight );
	glLightfv( GL_LIGHT0, GL_DIFFUSE, diffuseLight );
	glLightfv( GL_LIGHT0, GL_SPECULAR, specularLight );
 
 
	////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
 
	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
 
	// polygon rendering mode and material properties
	glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);  
 
	glEnable( GL_LIGHTING );
	glEnable( GL_LIGHT0);
 
 
	glEnable(GL_BLEND);
   // incoming //  // stored //
   glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 
 
	// Black background
	glClearColor(0.0f,0.0f,0.0f,1.0f);
}