Lwjgl Tearing with fullscreen and VSync

When programming in LWJGL, Display.setVsyncEnabled(true) seems to have no effect on tearing in fullscreen mode. Here is my code where I create the Display


	/**
	 * Loads OpenGL contexts and constructs Resources
	 */
	public static void loadOpenGL(int width, int height, int fps)
	{
		if(!openGLLoaded)
		{
			// Passes in information
			Stage.width = width;
			Stage.height = height;
			Stage.fps = fps;
			
			try
			{
				
				DisplayMode[] modes = Display.getAvailableDisplayModes();
				for (int i=0;i<modes.length;i++)
				{
					DisplayMode current = modes[i];
					System.out.println(current.getWidth() + "x" + current.getHeight() + "x" +
					current.getBitsPerPixel() + " " + current.getFrequency() + "Hz");
				}
				// Creates window
				Display.setTitle(title);
				Display.setDisplayMode(new DisplayMode(Stage.width, Stage.height));
				Display.setDisplayMode(modes[19]);
				Display.setFullscreen(true);
				Display.setVSyncEnabled(true);
				Display.create();
			}
			catch(LWJGLException e)
			{
				e.printStackTrace();
			}
			
			// Initializes OpenGL.  What could it mean???
			GL11.glMatrixMode(GL11.GL_PROJECTION);
			GL11.glEnable(GL11.GL_TEXTURE_2D);       
			GL11.glLoadIdentity();
			GL11.glOrtho(0, Stage.width, Stage.height, 0, 1, -1);
			GL11.glMatrixMode(GL11.GL_MODELVIEW);
			GL11.glEnable(GL11.GL_BLEND);
			GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
			GL11.glColor3f(1, 1, 1);
			
			// Initiliazes Resources
			Resources.init();
			
			// Turns off flag
			openGLLoaded = true;
		}
	}

Here is my update method


/**
	 * Update loop
	 */
	private static void run()
	{				
		// Makes root container for holding all visuals
		root = new ListContainer();
		
		// Fires up room
		Stage.room.enter(Stage.root);
		
		// Time
		long lastFrame;
		
		// Rendering loop
		while(!Display.isCloseRequested() && !isCloseRequested)
		{
			// Records last time
			lastFrame = getTime();
			int delta = fps * 1000;
			
			if(Display.isActive())
			{
				rendersNext = true;
				
				// Clear the screen and depth buffer
				if(clears)
					GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);

				// Renders visuals
				root.render();
				
				// Updates room
				delta = (int)(getTime() - lastFrame);
				Stage.room.update(delta);

			}
												
			// Updates the display
			Display.update();
						
			// Polls music (Which I was never told to do!!!)
			Music.poll(delta);
			
			// Polls sound
			SoundStore.get().poll(0);
		}					
		
		// Cleans up when done
		Display.destroy();
		AL.destroy();
	}

The application DOES go into fullscreen mode, but there is terrible tearing going on despite the fact that I’ve enabled VSync. Am I missing something here?