LWJGL 3D Depth Test not working

Main



public class Main {

	private static final int FPS_CAP = 120;
	private static final int WIDTH = 1280;
	private static final int HEIGHT = 720;

	public static void main(String[] args) {
		DisplayManager.createDisplay("Test", WIDTH, HEIGHT,false);
		Camera camera = new Camera();
		StaticShader shader = new StaticShader();
		shader.start();
		shader.loadProjectionMatrix(Utils.createProjectionMatrix((float)(Display.getWidth())/(float)(Display.getHeight()), 70f, 0.1f, 300));
		shader.stop();

		Texture grassTexture = Utils.loadTexture("stallTexture");
		Model model = new Model(OBJLoader.loadObjModel("stall"));
		model.setPosition(0, -2, -10);
		
		
		
		Timer.start(); 
		while (!Display.isCloseRequested()) {
			GL11.glEnable(GL11.GL_DEPTH_TEST);
			GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
			GL11.glClearColor(1,1,1,1);
			//GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, GL11.GL_LINE);
			//-----------------------
			
			if(Keyboard.isKeyDown(Keyboard.KEY_W)){
				camera.translate(0, 0, -0.1f);
			}
			if(Keyboard.isKeyDown(Keyboard.KEY_S)){
				camera.translate(0, 0, 0.1f);
				
			}
			if(Keyboard.isKeyDown(Keyboard.KEY_A)){
				camera.translate(-0.1f, 0, 0);
			}
			if(Keyboard.isKeyDown(Keyboard.KEY_D)){
				camera.translate(0.1f, 0, 0);
				
			}
			
			shader.start();
			{
				model.increaseRotation(0, 0.01f, 0);
				Matrix4f transformation = Utils.createTransformationMatrix3D(model.getPosition(), model.getRotation(), model.getScale());
				shader.loadTransformationMatrix(transformation);
				shader.loadViewMatrix(camera);
				
				GL30.glBindVertexArray(model.getVertexArray().getVaoID());
				{
					GL20.glEnableVertexAttribArray(0);
					GL20.glEnableVertexAttribArray(1);
					GL20.glEnableVertexAttribArray(2);
					{
						GL13.glActiveTexture(GL13.GL_TEXTURE0);
						GL11.glBindTexture(GL11.GL_TEXTURE_2D, grassTexture.getTextureID());
						GL11.glDrawElements(GL11.GL_TRIANGLES, model.getVertexArray().getCount(), GL11.GL_UNSIGNED_INT, 0);
					}
					GL20.glDisableVertexAttribArray(2);
					GL20.glDisableVertexAttribArray(1);
					GL20.glDisableVertexAttribArray(0);
				}
				GL30.glBindVertexArray(0);
			}
			shader.stop();
			
			
			
			
			//-----------------------
			Timer.updateFPS(); // Updates FPS
			DisplayManager.update(FPS_CAP);
			
		}
		DisposeManager.dispose();

		DisplayManager.destroyDisplay();
	}

}