How do I stop the colours of the rectangles affecting the colour of the cube?

I have a rotating cube with a photo on it with flashing rectangles in the background. How do I stop the flashing rectangles affecting the colour of the cube?

Thanks.

//-lglut -lGLEW -lGL -lGLU

#include <GL/glew.h> // Include the GLEW header file  
#include <GL/glut.h> // Include the GLUT header file  
#include <GL/gl.h>
#include <GL/glu.h>
#include <stdio.h>
#include <stdlib.h>
#include <iostream>

GLuint texture;
GLfloat angle = 0.0;

// Rotate X
double rX=0;
// Rotate Y
double rY=0;

bool running = true;
bool inc = false;
bool inc2 = false;
bool inc3 = false;
bool inc4 = false;
  
bool* keyStates = new bool[256]; // Create an array of boolean values of length 256 (0-255)   

float yVal = 0.0f;
float yVal2 = 0.1f;
float yVal3 = 0.0f;
float yVal4 = 0.1f;

GLuint LoadBMP(const char *fileName)
{
FILE *file=fopen(fileName,"rb");
if (!file)
{
printf("Image could not be loaded\n");
return 0;
}

unsigned char header[54];
fread(header,1,54,file);

unsigned int dataPos=*(int*)&(header[0x0A]);
unsigned int imageSize=*(int*)&(header[0x22]);
unsigned int width=*(int*)&(header[0x12]);
unsigned int height=*(int*)&(header[0x16]);

if(imageSize == 0)
{
imageSize = width*height*3;
}
if(dataPos == 0)
{
dataPos = 54;
}

unsigned char *data = new unsigned char[imageSize];
fread(data,1,imageSize,file);
fclose(file);

glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,width,height,0,GL_BGR,GL_UNSIGNED_BYTE,data);


glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
delete(data);

return texture;
}

void FreeTexture(GLuint texture)
{
glDeleteTextures(1, &texture);
}

void init()
{
glEnable(GL_TEXTURE_2D);
texture=LoadBMP("Me8.bmp");
}

void drawCube(void)
{
glBindTexture(GL_TEXTURE_2D, texture);

glScalef(0.5, 0.5, 0.5);

glBegin(GL_QUADS);

//front
glTexCoord2f(0.0f,0.0f);glVertex3f(-1.0f,-1.0f,1.0f);
glTexCoord2f(1.0f,0.0f)  ;glVertex3f(1.0f,-1.0f,1.0f);
glTexCoord2f(1.0f,1.0f)  ;glVertex3f(1.0f,1.0f,1.0f);
glTexCoord2f(0.0f,1.0f)  ;glVertex3f(-1.0f,1.0f,1.0f);

//back
glTexCoord2f(0.0f,0.0f);glVertex3f(-1.0f,-1.0f,-1.0f);
glTexCoord2f(1.0f,0.0f)  ;glVertex3f(1.0f,-1.0f,-1.0f);
glTexCoord2f(1.0f,1.0f)  ;glVertex3f(1.0f,1.0f,-1.0f);
glTexCoord2f(0.0f,1.0f)  ;glVertex3f(-1.0f,1.0f,-1.0f);

//top
glTexCoord2f(0.0f,0.0f);glVertex3f(-1.0f,1.0f,-1.0f);
glTexCoord2f(1.0f,0.0f)  ;glVertex3f(1.0f,1.0f,-1.0f);
glTexCoord2f(1.0f,1.0f)  ;glVertex3f(1.0f,1.0f,1.0f);
glTexCoord2f(0.0f,1.0f)  ;glVertex3f(-1.0f,1.0f,1.0f);

//bottom
glTexCoord2f(0.0f,0.0f);glVertex3f(-1.0f,-1.0f,-1.0f);
glTexCoord2f(1.0f,0.0f)  ;glVertex3f(1.0f,-1.0f,-1.0f);
glTexCoord2f(1.0f,1.0f)  ;glVertex3f(1.0f,-1.0f,1.0f);
glTexCoord2f(0.0f,1.0f)  ;glVertex3f(-1.0f,-1.0f,1.0f);

//right
glTexCoord2f(0.0f,0.0f);glVertex3f(1.0f,-1.0f,-1.0f);
glTexCoord2f(1.0f,0.0f)  ;glVertex3f(1.0f,1.0f,-1.0f);
glTexCoord2f(1.0f,1.0f)  ;glVertex3f(1.0f,1.0f,1.0f);
glTexCoord2f(0.0f,1.0f)  ;glVertex3f(1.0f,-1.0f,1.0f);

//left
glTexCoord2f(0.0f,0.0f);glVertex3f(-1.0f,-1.0f,-1.0f);
glTexCoord2f(1.0f,0.0f)  ;glVertex3f(-1.0f,1.0f,-1.0f);
glTexCoord2f(1.0f,1.0f)  ;glVertex3f(-1.0f,1.0f,1.0f);
glTexCoord2f(0.0f,1.0f)  ;glVertex3f(-1.0f,-1.0f,1.0f);

glEnd();
}

void display(void)
{
glClearColor(0.0,0.0,0.0,1.0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

glLoadIdentity();


if(inc)
yVal -= 0.005f;
else
yVal += 0.005f;

if(yVal<-0.1f)
inc=false;
else if (yVal>1.0f)
inc=true;


if(inc2)
yVal2 -= 0.005f;
else
yVal2 += 0.005f;

if(yVal2<-0.1f)
inc2=false;
else if (yVal2>1.0f)
inc2=true;

if(inc3)
yVal3 -= 0.005f;
else
yVal3 += 0.005f;

if(yVal3<-1.0f)
inc3=false;
else if (yVal3>1.0f)
inc3=true;

if(inc4)
yVal4 -= 0.005f;
else
yVal4 += 0.005f;

if(yVal4<-0.5f)
inc4=false;
else if (yVal4>1.0f)
inc4=true;

// Draw the cube
glColor3f(yVal, 0.0, 0.0); // Red
//glRectf(-1.0,1.0,1.0,0.5);
glBegin(GL_QUADS);
glVertex3f(-1.0,0.5,0.5);
glVertex3f(1.0,0.5,0.5);
glVertex3f(1.0,1.0,0.5);
glVertex3f(-1.0,1.0,0.5);

glEnd();

glColor3f(0.0, yVal2, 0.0); // Green
glBegin(GL_QUADS);
glVertex3f(-1.0,0.0,0.5);
glVertex3f(1.0,0.0,0.5);
glVertex3f(1.0,0.5,0.5);
glVertex3f(-1.0,0.5,0.5);

glEnd();

glColor3f(yVal3, 0.25, 0.0); // Orange
glBegin(GL_QUADS);
glVertex3f(-1.0,-0.5,0.5);
glVertex3f(1.0,0.-0.5,0.5);
glVertex3f(1.0,0.0,0.5);
glVertex3f(-1.0,0.0,0.5);

glEnd();


glColor3f(0.0, yVal4, 0.25); // Orange
glBegin(GL_QUADS);
glVertex3f(-1.0,-0.5,0.5);
glVertex3f(1.0,0.-0.5,0.5);
glVertex3f(1.0,-1.0,0.5);
glVertex3f(-1.0,-1.0,0.5);

glEnd();

glRotatef( rX, 1.0, 0.0, 0.0 );

// angle Specifies the angle of rotation, in degrees.
//x, y, z Specify the x, y, and z coordinates of a vector, respectively.

glRotatef( rY, 0.0, 1.0, 0.0 );

rX+=0.1;
rY+=0.1;

glutPostRedisplay();

drawCube();

glFlush();
glutSwapBuffers();
}

void reShape(int w, int h)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60,(GLfloat)w/(GLfloat)h, 1.0,100.0);
glMatrixMode(GL_MODELVIEW);
}

int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
glutInitWindowSize(250,250);
glutInitWindowPosition(100,100);
glutCreateWindow("OpenGL Photo Example");
init();
glutDisplayFunc(display);//glutDisplayFunc
glDisable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glutMainLoop();


return 0;
}

Call glColor for each vertex in the cube?