Basic question: Background image hiding polygons!

I’m new to opengl. I just learnt how to implement textures. I tried to use one as a background image, but it seems to cover up all my other polygon. How do I force it to stay in the back.
Please HELP!

#include <stdio.h>
#include <stdlib.h>
#include <gl/glut.h>
#include <math.h>
float ballX = 0.0f;
float ballY = 0.0f;
float ballZ = -1.0f;
GLfloat angle=0.0;
GLuint texture;
void myinit()
{	
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glOrtho(-100,100,-100,100,-100,100);
	glMatrixMode(GL_MODELVIEW);
}
void reshape(int width,int height)
{		
		glViewport(0, 0, width, height);
		glMatrixMode(GL_PROJECTION);
		if(width>=height)
			gluOrtho2D(-100*width/height,100*width/height,-100,100);
		else
			gluOrtho2D(-100,100,-100*height/width,100*height/width);
		glMatrixMode(GL_MODELVIEW);
		glutPostRedisplay();		
}
void myreshape (int width, int height) 
{  
	
	glViewport(0, 0, (GLsizei)width, (GLsizei)height); 
	glMatrixMode(GL_PROJECTION); 
	glLoadIdentity();   
	gluPerspective(60, width / height, 1.0, 100.0);      
	glMatrixMode(GL_MODELVIEW);  
	//glutPostRedisplay(); 
}  

GLuint LoadTexture( const char * filename, int width, int height )
{
    
    GLuint texture;
    unsigned char * data;
    FILE * file;

    file = fopen( filename, "rb" );
    if ( file == NULL ) return 0;
    data = (unsigned char *)malloc( width * height * 3 );
    fread( data, width * height * 3, 1, file );
    fclose( file );

    glGenTextures( 1, &texture );
    glBindTexture( GL_TEXTURE_2D, texture );
    glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); 

   
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );


    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0,GL_RGB, GL_UNSIGNED_BYTE, data);
    free( data );
    return texture; 
}
void FreeTexture( GLuint texture )
{
  glDeleteTextures( 1, &texture );
} 
void rocket()
{
		
		glColor3f(0.0,1.0,0.0);
		glBegin(GL_POLYGON);                //fuselage
			glVertex2f(-5.0,-10.0);
			glVertex2f(5.0,-10.0);
			glVertex2f(5.0,15.0);
			glVertex2f(-5.0,15.0);
		glEnd();
		glColor3f(.2,.5,0.7);
		glBegin(GL_POLYGON);				//tip
			glVertex2f(-5.0,15.0);
			glVertex2f(5.0,15.0);
			glVertex2f(0.0,20.0);
		glEnd();
		glBegin(GL_POLYGON);                //righttwing
			glVertex2f(5.0,-10.0);
			glVertex2f(7.0,-10.0);
			glVertex2f(7.0,0.0);
			glVertex2f(5.0,2.0);
		glEnd();
		glBegin(GL_POLYGON);                //leftwing
			glVertex2f(-5.0,-10.0);
			glVertex2f(-7.0,-10.0);
			glVertex2f(-7.0,0.0);
			glVertex2f(-5.0,2.0);
		glEnd();
			

}

void drawsphere()
{
		glPushMatrix();
		glTranslatef(ballX,ballY,ballZ);
		glRotatef(angle,0.0,0.0,1.0);
		rocket();
		//glutSolidCube(20);
		glPopMatrix();
}
void display(void)
{
		glClearColor(1,1,1,1.0);
		glClear(GL_COLOR_BUFFER_BIT);
		glColor3f(1,1,1);
		glEnable(GL_ALPHA_TEST); 
		glEnable( GL_TEXTURE_2D );
		
    glBindTexture( GL_TEXTURE_2D, texture ); 
	 glBegin (GL_QUADS);
    glTexCoord2d(0.0,0.0); glVertex2d(-100.0,-100.0); 
    glTexCoord2d(1.0,0.0); glVertex2d(-100.0,100.0); 
    glTexCoord2d(1.0,1.0); glVertex2d(+100.0,100.0);
    glTexCoord2d(0.0,1.0); glVertex2d(100.0,-100.0);
    glEnd();
		 drawsphere();
		glutSwapBuffers();
}

void mykey(unsigned char key, int x, int y)
{
	switch (key)
	{
		case 'a' : ballX -= 1.0f;break;
		case 'd' : ballX += 1.0f;break;
		case 'w' : ballY += 1.0f;break;
		case 's' : ballY -= 1.0f;break;
		case 'r' : angle += 1.0f;break;
		case 'f' : angle -= 1.0f;break;
		default: ;
	}	
	glutPostRedisplay();
}
int main()
{
		glutInitDisplayMode(GLUT_RGB|GLUT_DOUBLE);
		glutInitWindowSize(500,500);
		glutInitWindowPosition(100,100);
		glutCreateWindow("GAME!!1");
		myinit();
		glutDisplayFunc(display);
		glutIdleFunc(display);
		glutKeyboardFunc(mykey);
		texture = LoadTexture( "space.raw", 512, 512 );
		//glutReshapeFunc(myreshape);
		glutMainLoop();
}

Here’s the image too if you require it…
http://dl.dropbox.com/u/7916754/space.raw

The order in which you draw is important. Draw the background first then the other items on top.

duh