Why are all of my vertices squished together after implementing matrices?

So I’ve started to switch a project over from using old deprecated OpenGL to the new core profile stuff. So while reimplementing the perspective camera, and then running the program, I noticed that nothing was being drawn, or everything was off the screen. So I opened up the debugger and saw this in the mesh view.

Why is it that all of those vertices are squished together on the z/x axis like that? All of the math for the making the perspective camera looks correct, as shown below.


package com.tinfoilboy.yagl.render;

import javax.vecmath.Matrix4f;
import javax.vecmath.Quat4f;
import javax.vecmath.Vector3f;

import static org.lwjgl.opengl.GL11.*;

import com.tinfoilboy.yagl.MainApplication;

public class PerspectiveCamera extends Camera
{
	private float fieldOfView = 60.0f;

	private float aspectRatio = 0.0f;
	
	private float nearZ = 0.1f;

	private float farZ = 1000.0f;
	
	public Matrix4f projection = new Matrix4f();

	public Matrix4f view = new Matrix4f();
	
	public Vector3f position = new Vector3f();
	
	public Vector3f rotation = new Vector3f();
	
	public PerspectiveCamera()
	{
		this(75.0f, MainApplication.getWidth() / MainApplication.getHeight(), 0.1f, 1000.0f);
	}
	
	public PerspectiveCamera(float fieldOfView, float aspectRatio, float nearZ, float farZ)
	{
		this.fieldOfView = fieldOfView;
		this.aspectRatio = aspectRatio;
		this.nearZ = nearZ;
		this.farZ = farZ;
		init(false);
	}
	
	@Override
	protected void init(boolean isResize)
	{
		glViewport(0, 0, (int) MainApplication.getWidth(), (int) MainApplication.getHeight());
		setupProjectionMatrix();
	}
	
	@Override
	public void update()
	{
		view.set(0.0f);
		view.setTranslation(position);
		view.setRotation(new Quat4f(rotation.x, rotation.y, rotation.z, 1.0f));
		view.setScale(1.0f);
	}
	
	public float getAspectRatio()
	{
		return aspectRatio;
	}
	
	@Override
	public void resize(float width, float height)
	{
		aspectRatio = width / height;
		init(true);
	}
	
	public Matrix4f getProjection()
	{
		return projection;
	}
	
	public Matrix4f getView()
	{
		return view;
	}
	
	public float getFarZ()
	{
		return farZ;
	}
	
	private void setupProjectionMatrix()
	{
		float tanHalfFovy = (float) Math.tan(fieldOfView / 2.0f);
		projection.m00 = 1.0f / (aspectRatio * tanHalfFovy);
		projection.m11 = 1.0f / tanHalfFovy;
		projection.m22 = -(farZ + nearZ) / (farZ - nearZ);
		projection.m23 = -1.0f;
		projection.m32 = -(2.0f * farZ * nearZ) / (farZ - nearZ);
	}
}

Any help would be appreciated.