Drawing an object multiple times using viewports

Basically I am trying to draw a screen that has the same star but in different sizes. I am trying to use different sized viewports to accomplish this, but it is only drawing the star once. With the code I have now I am just trying to tile stars all the same size just as a test…

#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <windows.h>
#include <GL/glut.h>
#include <GL/gl.h>
#include <fstream>
using namespace std;


void myInit(void)
{
  glClearColor(1.0, 1.0, 1.0, 0.0);
  glColor3f(0.0, 0.0, 1.0);
  glPointSize(4.0);
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  gluOrtho2D(0.0, 400, 0.0, 400);
  
  glViewport(400,400, 800, 800); 
}

void setWindow(float left, float right, float bottom, float top)
{
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluOrtho2D(left, right, bottom, top);
}
void drawStar(void)
{
	      float x1 = 100;
		  float y1 = 100;
		  float x2 = 200;
		  float y2 = 400;
		  float x3 = 300;
		  float y3 = 100;
		  float x4 = 75;
		  float y4 = 300;
		  float x5 = 325;
		  float y5 = 300;

		  glClear(GL_COLOR_BUFFER_BIT);
		  glBegin(GL_LINE_LOOP);
		  glVertex2i(x1,y1);
		  glVertex2i(x2,y2);
		  glVertex2i(x3,y3);
		  glVertex2i(x4,y4);
		  glVertex2i(x5,y5);
		  glEnd();
	      glFlush();
}

void myDisplay(void)
{
	glClear(GL_COLOR_BUFFER_BIT);
	setWindow(0, 400.0, 0, 500.0);
	for(int i = 0; i < 9; i++) // for each column
	for(int j = 0; j < 9; j++) // for each row
		{
		glViewport(i * 64, j * 44, 64, 44); // set the next viewport
		drawStar(); // draw it again
		
		}	
	glEnd();
	glFlush();
		  
}

int main(int argc, char **argv)
{
  glutInit(&argc, argv);
  glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
  glutInitWindowSize(600, 400);
  glutInitWindowPosition(200, 200);
  glutCreateWindow("Swag");
  glutDisplayFunc(myDisplay);
 
  myInit();
  glutMainLoop();
}

Drop the

glClear(GL_COLOR_BUFFER_BIT);

within the draw function. What do you think happens to the framebuffer if you call this every time before rendering a new star?

[QUOTE=thokra;1243766]Drop the

glClear(GL_COLOR_BUFFER_BIT);

within the draw function. What do you think happens to the framebuffer if you call this every time before rendering a new star?[/QUOTE]

Thank you, sir.