That's because the depth buffer generally is pretty much all white. The vast majority of the values will be close to 1.0, unless you use a reversed projection matrix, in which case the vast majority of the values will be close to 0.0. When I want to visualize a depth buffer I usually do something like pow(depth, 64.0) in the shader. With fixed function you'll have a much harder time getting any visual feedback. Try pushing the near clipping plane as far forward as possible. That should bring the values in the buffer down.