Andon M Coleman already suggested you to implement projection volume culling (a generalized form of frustum culling). This is however outside the scope of OpenGL. You must understand that OpenGL is not a "magical" scene graph that does scene management and the likes. It's mere drawing API; what it does is putting shaded, textured points, lines or triangles on the screen and that's it. The rest is up to you, or the libraries you choose to implement it.
In the case of projection volume culling you're testing if a given piece of geometry intersects with the volume defined by the planes that form the borders of the volume. Your projection matrix defines such planes, specifically it transform the view space vertex position volume into the range [-1;1]×[-1;1]×[0;1] of perspective divided clip space. So by inverting the projection matrix and unprojection the corners of the [-1;1]×[-1;1]×[0;1] cube through that you determine the limiting planes of the projection volume in view space.
You then use that information to intersect your quads with the volume to see if they cross it, i.e. are in any way visible.