projection of quads in a 3d scene

I am trying to draw textured quads with 3d vertices to make a 3d scene. I know exactly where each vertex of an arbitrary quad “should be on the screen after it is rendered” but I have no idea how determine the the actual vertices for a quad that would end up in the right place. Does anyone know how to do this?
The main problem I am running into is that I can’t stop glFrustum and gluPerspective from changing the vertices of the actual rendered quads. Maybe I need to tweek the settings but how? I have tried. Can anyone please help?

could you rephrase your question so that human beings can understand it? :smiley:

use glOrtho, to avoid the perspective transform.

First of all sorry, what I am trying may be impossible. Thanks Zbuffer, but I need a 3d looking scene. Thanks Smedly, what I am trying to say is that I am drawing a 3d scene in 2d like Doom. I think it’s called raycasting. Yeah but I can’t get the wall textures right. So I tried to cheat and use 3d vertices, but glfrustum and gluperspective move my quads.