Can´t apply viewing transformations to a texture!

Ok so basically I got this very simple code that reads a couple of images with SOIL and displays one of them on the top part of the screen and on the bottom. The thing is im trying to change the point of view with gluLookat or glFrustum or Rotate the images without having to touch the coordinates, and when I do so my images disappear and screen goes totally black. I can´t see the reason why this is happening.


#include <windows.h>
#include <GL/glut.h>
#include <stdlib.h>
#include <stdio.h>
#include <SOIL.h>
#include <gl\gl.h>
#include <gl\glu.h>

GLuint texture[2];

bool MoveGLTexture(size_t index)
{
    switch (index)
    {
    case 0:
        {
            glBegin(GL_QUADS);
                glTexCoord2f(0.0, 0.0); glVertex3f(-0.95, 0.95, 0.0);
                glTexCoord2f(1.0, 0.0); glVertex3f( 0.95, 0.95, 0.0);
                glTexCoord2f(1.0, 1.0); glVertex3f( 0.95, 0.05, 0.0);
                glTexCoord2f(0.0, 1.0); glVertex3f(-0.95, 0.05, 0.0);
            glEnd();
        }
        break;
    case 1:
        {
            glBegin(GL_QUADS),
                glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.95f, -0.05f, 0.0f);
                glTexCoord2f(1.0f, 0.0);  glVertex3f(0.95f, -0.05f, 0.0f);
                glTexCoord2f(1.0f, 1.0f); glVertex3f(0.95f, -0.95f, 0.0f);
                glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.95f, -0.95f, 0.0f);
            glEnd();
        }
        break;
    default:
        break;
    }
}

bool LoadGLTexture(size_t index, const char* filename)
{
    texture[index] = SOIL_load_OGL_texture
    (
        filename,
        //"img_test.bmp",
        SOIL_LOAD_AUTO,
        SOIL_CREATE_NEW_ID,
        SOIL_FLAG_MIPMAPS                                                       //Does not work with Invert_Y
    );

    if(texture[index] == 0)
        return false;


    glBindTexture(GL_TEXTURE_2D, texture[index]);                               //Binds texture[0] to the texturing target GL_TEXTURE_2D
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);             //Sets texture parameters using the target texture, the
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);             //parameter to modify and the value of it.

    return true;
}

bool LoadGLTexture()
{
    bool all_ok = true;
    all_ok &= LoadGLTexture(0, "part1.png");
    MoveGLTexture(0);

    all_ok &= LoadGLTexture(1, "part2.png");
    MoveGLTexture(1);

    return all_ok;
}


void init()
{

    glEnable(GL_TEXTURE_2D);
    glClearColor(0.0, 0.0, 0.0, 0.0);
    glShadeModel(GL_FLAT);

}

void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT);
    glLoadIdentity();
    //gluLookAt(0.0, 0.0, -5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); 
    glColor3f(1.0, 1.0, 1.0);
    glBindTexture(GL_TEXTURE_2D, texture [0]);
    glBindTexture(GL_TEXTURE_2D, texture [1]);
    LoadGLTexture();

    glFlush();
}

void reshape(int w, int h)
{
    glViewport(0,   0, (GLsizei) w, (GLsizei) h);
    glMatrixMode(GL_PROJECTION),
    glLoadIdentity();
    glMatrixMode(GL_MODELVIEW);
}


int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
    glutInitWindowSize(600,900);
    glutInitWindowPosition(100,100);
    glutCreateWindow(argv[0]);
    init();
    glutDisplayFunc(display);
    glutReshapeFunc(reshape);
    glutMainLoop();
    return 0;
}

Thank you very much!