noob scene cliping problem

I am trying to write a program in which the user walks through a ‘starfield’ where the stars blur the faster you move through the scene. The problem is that when I move a certain distance or turn too far, the stars blur/screen area does not clear.

To me it seems that my ‘world area’ is not updating after the initial creation, although it is supposed to be …

Any clues would be appreciated

void cstarfield::displayFunc( )
{
glClear( GL_DEPTH_BUFFER_BIT );

// enable blending - shows 'tails' on stars 
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );

glDisable( GL_LIGHTING );
glDisable( GL_DEPTH_TEST );

glColor4f(0.0,0.0,0.0,g_alpha); //turn off flashin

glPushMatrix();

glMatrixMode(GL_PROJECTION);
// load the identity matrix
glLoadIdentity();
// set the perspective matrix

float angle=64.0, ratio=(GLdouble) 800*1.0/600;
float nearD=3.0, farD=100.0;
gluPerspective( angle, ratio, nearD, farD );

// set the matrix mode to the modelview matrix
glMatrixMode(GL_MODELVIEW);
// load the identity matrix into the modelview matrix
glLoadIdentity();

camera.drawPlanes();// clears screen

glEnable( GL_DEPTH_TEST );
glDisable( GL_BLEND );

// save the current matrix state, so transformation will
// not persist across displayFunc calls, since we
// will do a glPopMatrix() at the end of this function
glPushMatrix( );

camera.Render();//updates frustum

//camera.drawPlanes();// - erases trails here. if done above it doesn’t follow the camera

// draw the scene
render( );

glPopMatrix( );
glPopMatrix();
glFlush( );
glutSwapBuffers( );

}