Also check your clear statement ( if you have one )
if its
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
then you only need
glClear(GL_DEPTH_BUFFER_BIT);
as you are clearing the color buffer when you output the quad(s).
Also ensure youve disabled all non essential glStates ie
blending,lighing.
use flat shading.
glShadeModel(GL_SMOOTH);
Disable any depth testing and depth buffer write''s.
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
Make sure the texture environment mode is set to GL_DECAL.
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_DECAL);
Switch off texture filtering on the BG textures.
Make sure you only use a GL_RGB texture to minimize texture size.
If your card supports it look at texture compression as well.

Hope it helps
Mark