glVertex3f doesn't care about z axis???

Erm, I’m just trying to get used to LWJGL 3, and I’m following the newbie tutorials again. For some reason, when I call glVertex3f(#, #, #), altering the z argument doesn’t change the shape
in any way. Is there some projection function I failed to call properly? Here is my code.


package driver;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.system.MemoryUtil.*;
import org.lwjgl.glfw.GLFW;
import org.lwjgl.glfw.GLFWKeyCallback;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GLContext;
import static org.lwjgl.opengl.GL11.*;


/**
 * Class containing main method
 * @author William Andrew Cahill
 */
public class Driver
{
	// Fields
	private static long window;							// Handle on window
	private static final int width = 600, height = 400;	// Size of window
	private static GLFWKeyCallback callback;			// Reference to callback so it doesn't get gced
	
	
	/**
	 * Main method that fires the program up
	 * @param args Command-line arguments
	 */
	public static void main(String[] args)
	{
		// Initializes OpenGL
		init();
		
		// Runs loop until window closes
		while(glfwWindowShouldClose(window) == GL11.GL_FALSE)
		{
			loop();
			try
			{
				Thread.sleep(1000 / 60);
			}
			catch (InterruptedException e)
			{
				e.printStackTrace();
			}
		}
		
		// Terminates program, cleaning up resources
		terminate();
	}
	
	
	/**
	 * Initializes window
	 */
	public static void init()
	{
		// Tries to initialize GLFW
		int code = glfwInit();
		if(code != GL11.GL_TRUE)
			throw new IllegalStateException("Failed to initialize GLFW.  glfwInit() code was " + code);
		
		// Tries to initialize window
		window = GLFW.glfwCreateWindow(width, height, "Experiment", NULL, NULL);
		if(window == NULL)
			throw new IllegalStateException("Failed to initialize window.  glfwCreateWindow() code was " + window);
		
		// Determines how key input is handled
		GLFW.glfwSetKeyCallback(window, callback = new GLFWKeyCallback()
		{
			@Override
			public void invoke(long window, int key, int scancode, int action, int mods)
			{
				if(action == GLFW_PRESS)
					System.out.println("Pressed " + key + '!');
				else if(action == GLFW_RELEASE)
					System.out.println("Released " + key + '!');
			}
		});
		
		// Sets window to current window
		GLFW.glfwMakeContextCurrent(window);
	}
	
	
	/**
	 * Main loop of the program
	 */
	public static void loop()
	{
		// Header info
		GLContext.createFromCurrent();
        glViewport(0, 0, width, height);
        GL11.glLoadIdentity();
        glMatrixMode(GL_PROJECTION);
        glClearColor(0.5f, 0.5f, 0.5f, 1);
        glClear(GL_COLOR_BUFFER_BIT);
        
        // Flips view
        GL11.glPushMatrix();
        
        // Rendering
        glBegin(GL_TRIANGLES);
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
        
        // Triangle vertices
        // Vertex 1
        float depth = 0;
        glColor3f(1.f, -0.f, 0.f);
        glVertex3f(-1, -1, depth);
        
        // Vertex 2
        glColor3f(0.f, 1.f, 0.f);
        glVertex3f(0.6f, -0.4f, depth);
        
        // Vertex 3
        glColor3f(0.f, 0.f, 1.f);
        glVertex3f(0.f, 0.6f, depth);
        
        // Done rendering triangle
        glEnd();
        
        // Reverts matrix
        GL11.glPopMatrix();
        
        // Draws
        glfwSwapBuffers(window);
        glfwPollEvents();
	}
	
	
	
	/**
	 * Terminates the program
	 */
	public static void terminate()
	{
		glfwTerminate();
		glfwDestroyWindow(window);
	}
}

It doesn’t seem to matter what I set my depth value to in loop(). As long as it’s between -1 and 1, the colorful triangle looks the same. Help?