I don’t see where you are binding your color rendering buffer to the CAEAGLLayer on which it should be displayed (although this may happen later), and I don’t see you doing depth testing. In addition, if I'm not mistaken, you need to bind the color rendering glFramebufferRenderbuffer()buffer , call for this, then bind the depth of the renderbuffer and call it again.
Below is the code that I used to configure a similar display in OpenGL ES 2.0:
glEnable(GL_DEPTH_TEST);
glGenFramebuffers(1, &viewFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, viewFramebuffer);
glGenRenderbuffers(1, &viewRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer*)self.layer];
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, viewRenderbuffer);
glGenRenderbuffers(1, &depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, backingWidth, backingHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
NSLog(@"Failure with framebuffer generation");
return NO;
}
.