Vertex Set not showing

ok so here goes, im trying to make a Pong clone using OGL + Windows, My Problem is that my “CPU” Paddle isnt showing when i run the application:

#include <windows.h>
#include <gl/gl.h>
#include "main.h"

static float f = 0.5;

void PongStart()
{
     GAME.P1X = 0;
     GAME.P1Y = 0;
     GAME.CPUY = 0;
     GAME.CPUX = 200;
     GAME.Bx = (640/2);
     GAME.By = (480/2);
     GAME.rot = 4;
}

void DrawP1()
{
     glBegin(GL_QUADS);
     glVertex2f(GAME.P1X + f, GAME.P1Y + f);
     glVertex2f(GAME.P1X + f, GAME.P1Y + f + 150);
     glVertex2f(GAME.P1X + f + 15, GAME.P1Y+f+150);
     glVertex2f(GAME.P1X + f + 15, GAME.P1Y+f);
     glColor3f(0.0, 1.0, 0.0);
     glEnd();
}

void DrawCPU()
{
          glBegin(GL_QUADS);
     glVertex2f(GAME.CPUX + f, GAME.CPUY + f);
     glVertex2f(GAME.CPUX + f, GAME.CPUY + f + 150);
     glVertex2f(GAME.CPUX + f + 15, GAME.CPUY+f+150);
     glVertex2f(GAME.CPUX+f+15, GAME.CPUY+f);
     glColor3f(0.0, 0.0, 1.0);
     glEnd();
}

LRESULT CALLBACK WndProc (HWND hWnd, UINT message,
WPARAM wParam, LPARAM lParam);
void EnableOpenGL (HWND hWnd, HDC *hDC, HGLRC *hRC);
void DisableOpenGL (HWND hWnd, HDC hDC, HGLRC hRC);

int WINAPI WinMain (HINSTANCE hInstance,
                    HINSTANCE hPrevInstance,
                    LPSTR lpCmdLine,
                    int iCmdShow)
{
    WNDCLASS wc;
    HWND hWnd;
    HDC hDC;
    HGLRC hRC;        
    MSG msg;
    BOOL bQuit = FALSE;
    float theta = 0.0f;

    wc.style = CS_OWNDC;
    wc.lpfnWndProc = WndProc;
    wc.cbClsExtra = 0;
    wc.cbWndExtra = 0;
    wc.hInstance = hInstance;
    wc.hIcon = LoadIcon (NULL, IDI_APPLICATION);
    wc.hCursor = LoadCursor (NULL, IDC_ARROW);
    wc.hbrBackground = (HBRUSH) GetStockObject (BLACK_BRUSH);
    wc.lpszMenuName = NULL;
    wc.lpszClassName = "PONG";
    RegisterClass (&wc);

    hWnd = CreateWindow (
      "PONG", "Pong Game", 
      WS_CAPTION | WS_POPUPWINDOW | WS_VISIBLE,
      0, 0, 640, 480,
      NULL, NULL, hInstance, NULL);

    EnableOpenGL (hWnd, &hDC, &hRC);

    glMatrixMode(GL_PROJECTION);
    glOrtho(0, 640, 480, 0, 0, 1);
    glDisable(GL_DEPTH_TEST);
    glEnable(GL_LINE_SMOOTH | GL_POINT_SMOOTH);
    while (!bQuit)
    {
        if (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE))
        {
            if (msg.message == WM_QUIT)
            {
                bQuit = TRUE;
            }
            else
            {
                TranslateMessage (&msg);
                DispatchMessage (&msg);
            }
        }
        else
        {
            glClearColor (0.0f, 0.0f, 0.0f, 0.0f);
            glClear (GL_COLOR_BUFFER_BIT);

            glPushMatrix ();
            DrawP1();
            DrawCPU();
            glPopMatrix ();
            SwapBuffers (hDC);
            theta += 1.0f;
            Sleep (1);
        }
    }

    DisableOpenGL (hWnd, hDC, hRC);

    DestroyWindow (hWnd);

    return msg.wParam;
}

LRESULT CALLBACK WndProc (HWND hWnd, UINT message,
                          WPARAM wParam, LPARAM lParam)
{

    switch (message)
    {
    case WM_CREATE:
        return 0;
    case WM_CLOSE:
        PostQuitMessage (0);
        return 0;

    case WM_DESTROY:
        return 0;

    case WM_KEYDOWN:
        switch (wParam)
        {
        case VK_ESCAPE:
            PostQuitMessage(0);
            return 0;
        }
        return 0;

    default:
        return DefWindowProc (hWnd, message, wParam, lParam);
    }
}

void EnableOpenGL (HWND hWnd, HDC *hDC, HGLRC *hRC)
{
    PIXELFORMATDESCRIPTOR pfd;
    int iFormat;

    *hDC = GetDC (hWnd);

    ZeroMemory (&pfd, sizeof (pfd));
    pfd.nSize = sizeof (pfd);
    pfd.nVersion = 1;
    pfd.dwFlags = PFD_DRAW_TO_WINDOW | 
      PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
    pfd.iPixelType = PFD_TYPE_RGBA;
    pfd.cColorBits = 24;
    pfd.cDepthBits = 16;
    pfd.iLayerType = PFD_MAIN_PLANE;
    iFormat = ChoosePixelFormat (*hDC, &pfd);
    SetPixelFormat (*hDC, iFormat, &pfd);

    *hRC = wglCreateContext( *hDC );
    wglMakeCurrent( *hDC, *hRC );

}

void DisableOpenGL (HWND hWnd, HDC hDC, HGLRC hRC)
{
    wglMakeCurrent (NULL, NULL);
    wglDeleteContext (hRC);
    ReleaseDC (hWnd, hDC);
}

This produces a Green Rectangle in the top left corner when it should be displaying both a green rectangle(player) AND a blue rectangle(cpu), anyone know whats wrong?

It may help if i add that i can only show one of the Vertex Sets, i can view them by cutting out sections of the code but i can only view one of them at a time