Trying to move one object keeping the environment still

Hello guys,
I am trying to move the car(The rectangle at the bottom) keeping the nearby environment(the roads) still.But the result i am getting is that the whole window is moving.I just want the car to move.I searched on google and have gone through many similar threads but i still cant seem to get it to work.Help is appreciated.Here is my code:

#include<stdio.h>
#include<glut.h>

int i,j;

void init()
{
	glClearColor(1.0,1.0,1.0,1.0);
	glPointSize(5.0);
	gluOrtho2D(0.0,600.0,0.0,600.0);
}

void draw_env()
{
	glColor3f(0.0,0.0,0.0);
	glBegin(GL_LINES);					//Drawing the Roads
		glVertex2f(250.0,0.0);
		glVertex2f(250.0,250.0);

		glVertex2f(350.0,0.0);
		glVertex2f(350.0,250.0);

		glVertex2f(0.0,250.0);
		glVertex2f(250.0,250.0);

		glVertex2f(0.0,350.0);
		glVertex2f(250.0,350.0);

		glVertex2f(600.0,250.0);
		glVertex2f(350.0,250.0);

		glVertex2f(600.0,350.0);
		glVertex2f(350.0,350.0);

		glVertex2f(350.0,600.0);
		glVertex2f(350.0,350.0);

		glVertex2f(250.0,350.0);
		glVertex2f(250.0,600.0);
	glEnd();
	
	glFlush();
}

void draw_car()
{
	glClear(GL_COLOR_BUFFER_BIT);
	glColor3f(0.0,0.0,0.0);
	glBegin(GL_LINE_LOOP);				
		glVertex2f(270.0,0.0);
		glVertex2f(270.0,60.0);
		glVertex2f(310.0,60.0);
		glVertex2f(310.0,0.0);
	glEnd();

	glutPostRedisplay();
	glFlush();
}

void display(void)
{
	draw_env();
	for(j=0;j<8000000;j++) {}		//loop to cause delay
	glTranslatef(0.0,1.0,0.0);
	draw_car();
}

void main(int argc,char **argv)
{
	glutInit(&argc,argv);
	glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);
	glutInitWindowPosition(50,50);
	glutInitWindowSize(600,600);
	glutCreateWindow("Traffic Signal Demonstration");
	glutDisplayFunc(display);
	init();
	glutMainLoop();
}

Hint: There’s a famous expression floating everywhere: “OpenGL is a huge state machine”.
Answer: You are modifying your modelview matrix with translate, but not resetting it every frame. So your environment will have the same transforms applied but with a 1 frame delay. Plenty of tutorials out there explaining this.