   FBO Render to Texture results empty texture
What did I do wrong? I had it working for one FBO, then tried to get my other one running as well and...whoops... both are empty now.So here a quick overview of what I'm doing (FBO and Textures are initialized, without FBO's but using glCopy2DTexImage it works...)glEnable(GL_TEXTURE_2D);glBindTexture(GL_TEXTURE_2D, g_reflectionTexture);glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_fbo);glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, g_reflectionTexture, 0 );glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);glViewport( 0, 0, renderTexWidth, renderTexHeight);glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );//draw my sceneglBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 );glDisable(GL_TEXTURE_2D);And then I want to use the texture in my next pass...? HELP??   
  BTW: glCheckFramebufferStatusEXT returns FRAMEBUFFER_COMPLETE...   ;  As far as I see You are binding the texture You want to render to. This could be the problem.   ;  It still doesn't work correctly, but at least I saw something...Do FBOs have their own transformation matrices? Because I draw the textures to the screen and one Teapot(I just tried it rendering a teapot) moves farther away.   ;Quote:Original post by CasteDo FBOs have their own transformation matrices?No they don't. Maybe post Your full code.   ;  Well I got it running finally.But it runs much slower than copying it to a texture (framerate dropped form above 100 to 60~70)I thought it would be faster ?!My system:  SuSE Linux 10.0 nVidia GF 6600 with Driver 76.76 AMD Athlon 2200+ 512 MB DDR-RAM[Edited by - Caste on July 25, 2006 6:36:50 AM];  Yeah, the server was too full, so he kicked me twice...So I reuse this post...Well, I noticed taht disabling FBO's makes you loose very much speed.I removed one call which wasn't needed and->FPS +=30 !!I'll try using only one FBO, actually I use 2, perhaps that'll do itEDIT: Unfortunately it doesn't... Switching FBO's doesn't cause performance loss, but disabling does... But 95 FPS is ok for rendering to 3 textrues and using a water reflection/refraction shader I think[Edited by - Caste on July 25, 2006 6:51:41 AM];  Can't see Your last 2 posts.   