I think my objects are rendering without depth

This image is supposed to be a tv on a stand.

What I am doing is both bloom and shadows, so I need 3 framebuffers to do this. I haven’t got the shadow maps to work yet but I want to get my objects to show up properly first. I have a point light in a room, so I guess cube maps are used for this.

this is the setup for the framebuffers:

	GLuint hdrFBO;
	glGenFramebuffers(1, &hdrFBO);
	glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);

	// Color buffers (HDR + Bright)
	GLuint colorBuffers[2];
	glGenTextures(2, colorBuffers);

	for (int i = 0; i < 2; ++i)
	{
		glBindTexture(GL_TEXTURE_2D, colorBuffers[i]);
		glTexImage2D(
			GL_TEXTURE_2D,
			0,
			GL_RGBA16F,
			gWindowWidth,
			gWindowHeight,
			0,
			GL_RGBA,
			GL_FLOAT,
			nullptr
		);

		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

		glFramebufferTexture2D(
			GL_FRAMEBUFFER,
			GL_COLOR_ATTACHMENT0 + i,
			GL_TEXTURE_2D,
			colorBuffers[i],
			0
		);
	}

	// Depth buffer
	GLuint rboDepth;
	glGenRenderbuffers(1, &rboDepth);
	glBindRenderbuffer(GL_RENDERBUFFER, rboDepth);
	glRenderbufferStorage(
		GL_RENDERBUFFER,
		GL_DEPTH_COMPONENT24,
		gWindowWidth,
		gWindowHeight
	);
	glFramebufferRenderbuffer(
		GL_FRAMEBUFFER,
		GL_DEPTH_ATTACHMENT,
		GL_RENDERBUFFER,
		rboDepth
	);

	// Tell OpenGL we have two color outputs
	GLuint attachments[2] = {
		GL_COLOR_ATTACHMENT0,
		GL_COLOR_ATTACHMENT1
	};
	glDrawBuffers(2, attachments);

	if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
		std::cout << "HDR FBO broken\n";
	glBindFramebuffer(GL_FRAMEBUFFER, 0);

	// Sanity check
	



	glBindFramebuffer(GL_FRAMEBUFFER, 0);
	
	// ------------------------------------------------------------
// PING-PONG FRAMEBUFFERS (bloom blur)
// ------------------------------------------------------------
	GLuint pingpongFBO[2];
	GLuint pingpongColorBuffers[2];
	glGenFramebuffers(2, pingpongFBO);
	glGenTextures(2, pingpongColorBuffers);

	for (int i = 0; i < 2; ++i)
	{
		glBindFramebuffer(GL_FRAMEBUFFER, pingpongFBO[i]);

		glBindTexture(GL_TEXTURE_2D, pingpongColorBuffers[i]);
		glTexImage2D(
			GL_TEXTURE_2D,
			0,
			GL_RGBA16F,
			gWindowWidth,
			gWindowHeight,
			0,
			GL_RGBA,
			GL_FLOAT,
			nullptr
		);

		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

		glFramebufferTexture2D(
			GL_FRAMEBUFFER,
			GL_COLOR_ATTACHMENT0,
			GL_TEXTURE_2D,
			pingpongColorBuffers[i],
			0
		);

		if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
			std::cout << "Pingpong FBO broken\n";
	}

	glBindFramebuffer(GL_FRAMEBUFFER, 0);
	
	// ------------------------------------------------------------
// DEPTH CUBEMAP (point light shadows)
// ------------------------------------------------------------
	const unsigned int SHADOW_WIDTH = 1024;
	const unsigned int SHADOW_HEIGHT = 1024;

	// Depth cubemap texture
	GLuint depthCubemap;
	glGenTextures(1, &depthCubemap);
	glBindTexture(GL_TEXTURE_CUBE_MAP, depthCubemap);

	for (unsigned int i = 0; i < 6; ++i)
	{
		glTexImage2D(
			GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
			0,
			GL_DEPTH_COMPONENT,
			SHADOW_WIDTH,
			SHADOW_HEIGHT,
			0,
			GL_DEPTH_COMPONENT,
			GL_FLOAT,
			nullptr
		);
	}

	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);

	// Shadow FBO
	GLuint depthCubemapFBO;
	glGenFramebuffers(1, &depthCubemapFBO);
	glBindFramebuffer(GL_FRAMEBUFFER, depthCubemapFBO);
	glFramebufferTexture(
		GL_FRAMEBUFFER,
		GL_DEPTH_ATTACHMENT,
		depthCubemap,
		0
	);

	glDrawBuffer(GL_NONE);
	glReadBuffer(GL_NONE);

	if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
		std::cout << "Depth cubemap FBO broken\n";

	glBindFramebuffer(GL_FRAMEBUFFER, 0);

This is the rendering code up to when I redraw my objects:

glBindFramebuffer(GL_FRAMEBUFFER, depthCubemapFBO);
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
glClearDepth(1.0);
glClear(GL_DEPTH_BUFFER_BIT);

sceneShader.use();

for (int i = 0; i < 6; i++)
{
	sceneShader.setUniform(
		"shadowMatrices[" + std::to_string(i) + "]",
		shadowTransforms[i]
	);
}

sceneShader.setUniform("lightPos", lightPos);
sceneShader.setUniform("farPlane", wid);			
sceneShader.setUniformI("isFan", 0);

model = glm::translate(glm::mat4(1), glm::vec3(-5.894, 1.123, 5.775)) * glm::rotate(glm::mat4(1), glm::radians(135.0f), glm::vec3(0, 1, 0)) * glm::rotate(glm::mat4(1), glm::radians(270.0f), glm::vec3(1, 0, 0));
sceneShader.setUniform("model", model);

// then I render my objects with this shader

//glBindFramebuffer(GL_FRAMEBUFFER, 0);

glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
glViewport(0, 0, gWindowWidth, gWindowHeight);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_CUBE_MAP, depthCubemap);

model = glm::rotate(glm::mat4(1), glm::radians(180.0f), glm::vec3(0, 1, 0)) * glm::rotate(glm::mat4(1), glm::radians(270.0f), glm::vec3(1, 0, 0)) * glm::scale(glm::mat4(1), glm::vec3(1.5, 1.5, 1.5));

glm::mat4 vp1 = MyCam.getVP();

glm::vec3 viewPos = MyCam.campos;		

roomShader.use();
roomShader.setUniform("vp", vp1);
roomShader.setUniform("model", model);
roomShader.setUniform("lightPos", lightPos);
roomShader.setUniform("viewPos", viewPos);
roomShader.setUniform("farPlane", wid);
roomShader.setUniformSampler("Texture1", 0);
roomShader.setUniformSampler("Texture2", 1);
roomShader.setUniformSampler("depthCubemap", 2);

carpetTex.bind(1);
sceneTex.bind(0);
room.Draw();
carpetTex.unbind(1);
sceneTex.unbind(0);

glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);