Writing text in a World

Hi, I’m new in this forum, as in OpenGL development on Iphone.
I have the next situation. I need to draw a graph. Initially I have drawn the background of it. Now I need to add labels to the axises. I am using Texture2D.h/m library of the Iphone to draw text. Now when I applied the drawing of test text, it was drawn but the background of the graph didn’t. Could you please help me solving this issue? Here is my code.

- (void)drawView:(UIView *)theView
{
    
    glColor4f(0.0, 0.0, 0.0, 0.0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
    // Graph background
    Vertex3D vertices[]= {
        {  2.00, -3.00, -5.0},    //Point 0
        { -2.00, -3.00, -5.0},    //Point 1
        { -2.00,  2.75, -5.0},    //Point 2
        {  2.00,  2.75, -5.0},    //Point 3
        {  2.03,  2.78, -5.0},  //4
        { -2.03,  2.78, -5.0},  //5
        { -2.03, -3.03, -5.0}   //6
    };
    
    GLubyte squareFaces[] = {
        0, 1, 2,
        0, 3, 2
    };
    
    GLubyte coordinateLines[] = {
        4, 5,
        5, 6
    };
    
    //Draw coordinates
    glEnableClientState(GL_VERTEX_ARRAY);
    
    glClearColor(0.5, 0.7, 0.7, 1.0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    //Draw graph bground
    glColor4f(RedFromRGB(0xFFFFFF), GreenFromRGB(0xFFFFFF), BlueFromRGB(0xFFFFFF), 1.0);
    glVertexPointer(3, GL_FLOAT, 0, vertices);
    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, squareFaces);
    
    //Draw coordinates
    glColor4f(RedFromRGB(0x000000), GreenFromRGB(0x000000), BlueFromRGB(0x000000), 1.0);
    glDrawElements(GL_LINES, 4, GL_UNSIGNED_BYTE, coordinateLines);
    
    glDisableClientState(GL_VERTEX_ARRAY);
    
    [self drawText]; //Text
}

- (void) drawText{
    
    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    glEnable(GL_TEXTURE_2D);
    
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrthof(0, self.view.bounds.size.width, 0, self.view.bounds.size.height, -1, 1);
    glMatrixMode(GL_MODELVIEW);

    Texture2D* lWord= [[Texture2D alloc] initWithString:@"Hello World" dimensions:CGSizeMake(128, 128) alignment:UITextAlignmentCenter fontName:@"Arial" fontSize:14];
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glColor4f(RedFromRGB(0xFF0000), GreenFromRGB(0xFF0000), BlueFromRGB(0xFF0000), 1.0);    
    [lWord drawAtPoint:CGPointMake(self.view.bounds.size.width / 2, self.view.bounds.size.height * 2 / 3)];
    glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
    
    glDisable(GL_TEXTURE_2D);
    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
    glDisableClientState(GL_VERTEX_ARRAY);
}

const GLfloat zNear = 0.01, zFar = 1000.0, fieldOfView = 45.0; 
    GLfloat size; 
    glEnable(GL_DEPTH_TEST);
    glMatrixMode(GL_PROJECTION); 
    size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); 
    
    CGRect rect = view.bounds; 
    
    glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / 
               (rect.size.width / rect.size.height), zNear, zFar); 
    glViewport(0, 0, rect.size.width, rect.size.height);  
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity(); 

This is the code which is executed before drawing the background.

I have solved my problem, the idea was in using Orthogonal representation with perspective toghether. So I commented frustrum and applied orthof function, like so

glOrthof(0, rect.size.width, 0, rect.size.height, 0.0, 2.0);
    glViewport(0, 0, rect.size.width, rect.size.height);