Pulling what's left of my hair out over skybox

I have been lurking here and everywhere else on the web trying to get my skybox to render. With my current code all I see is 1 texture that gets closer and farther away depending on my y view. I have no idea what my problem is. If anyone could please take a look at this code, I would be very appreciative.


void Skybox::makeSkybox(GLuint texture[])
{
        glPushMatrix();
        glLoadIdentity();
        glPushAttrib(GL_ENABLE_BIT);
        glEnable(GL_TEXTURE_2D);
        glDisable(GL_DEPTH_TEST);
        glDisable(GL_LIGHTING);
        glDisable(GL_BLEND);
        glColor4f(1.0, 1.0, 1.0,1.0f);
        
        float cz = -0.0f;
	    float r,cx = 1.0f; 
	    
	 // Front
	glBindTexture(GL_TEXTURE_2D,texture[1]);
	glBegin(GL_QUADS);	
		glTexCoord2f(cx, cz); glVertex3f(-r ,1.0f,-r);
		glTexCoord2f(cx,  cx); glVertex3f(-r,1.0f,r);
		glTexCoord2f(cz,  cx); glVertex3f( r,1.0f,r); 
		glTexCoord2f(cz, cz); glVertex3f( r ,1.0f,-r);
	glEnd();
 
	//Back
	glBindTexture(GL_TEXTURE_2D,texture[2]);
	glBegin(GL_QUADS);		
		glTexCoord2f(cx,cz);  glVertex3f(-r,-1.0f,-r);
		glTexCoord2f(cx,cx);  glVertex3f(-r,-1.0f, r);
		glTexCoord2f(cz,cx);  glVertex3f( r,-1.0f, r); 
		glTexCoord2f(cz,cz);  glVertex3f( r,-1.0f,-r);
	glEnd();
 
   .....

from what i can see is that you are missing a glRotate after glLoadIdentity(); that rotates the skybox according to your camera angle.