I was trying to draw a plane and cubes in a framebuffer but nothing is drawing in that framebuffer besides clearing it with a color.Here's the code...//C++ Headers#include<cassert>//Third party Headers#include<GL/glew.h>#include<GLFW/glfw3.h>#include<SOIL.h>//My Headers#includeSLMath/SLMath.hpp#includeGLOBALS.h//Author Headers#includeShader.h#includeTexture.h//linking libraries#pragma comment(lib,OpenGL32.lib)#pragma comment(lib,glfw3.lib)#pragma comment(lib,glew32.lib)#pragma comment(lib,SOIL.lib)void main(){glfwInit();glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);glfwWindowHint(GLFW_SAMPLES,4);GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, fUNKY CUBE, 0, 0);glfwMakeContextCurrent(window);glewExperimental = GL_TRUE;glewInit();glfwSetKeyCallback(window, keyCallback);assert(glGetError()!=GL_NO_ERROR);glGenVertexArrays(1,&VAOplane);glGenVertexArrays(1,&VAOcube);glGenVertexArrays(1,&VAOquad);glGenBuffers(1,&VBOplane);glGenBuffers(1,&VBOcube);glGenBuffers(1, &VBOquad);glBindBuffer(GL_ARRAY_BUFFER,VBOplane);glBufferData(GL_ARRAY_BUFFER,sizeof(plane),plane,GL_STATIC_DRAW);glBindBuffer(GL_ARRAY_BUFFER,VBOcube);glBufferData(GL_ARRAY_BUFFER,sizeof(cube),cube,GL_STATIC_DRAW);glBindBuffer(GL_ARRAY_BUFFER,VBOquad);glBufferData(GL_ARRAY_BUFFER,sizeof(quad),quad,GL_STATIC_DRAW);glBindVertexArray(VAOplane);{    glBindBuffer(GL_ARRAY_BUFFER,VBOplane);    glEnableVertexAttribArray(0);    glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,sizeof(GLfloat)*5,(GLvoid*)(0));    glEnableVertexAttribArray(1);    glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,sizeof(GLfloat)*5,(GLvoid*)(sizeof(GLfloat)*3));}glBindVertexArray(0);glBindVertexArray(VAOcube);{    glBindBuffer(GL_ARRAY_BUFFER,VBOcube);    glEnableVertexAttribArray(0);    glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,sizeof(GLfloat)*8,(GLvoid*)(0));    glEnableVertexAttribArray(1);    glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,sizeof(GLfloat)*8,(GLvoid*)(sizeof(GLfloat)*6));}glBindVertexArray(0);glBindVertexArray(VAOquad);{    glBindBuffer(GL_ARRAY_BUFFER, VBOquad);    glEnableVertexAttribArray(0);    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 4, (GLvoid*)(0));    glEnableVertexAttribArray(1);    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 4, (GLvoid*)(sizeof(GLfloat) * 2));}glBindVertexArray(0);/*Setting up framebuffer*/GLuint fbo;glGenFramebuffers(1,&fbo);glBindFramebuffer(GL_FRAMEBUFFER,fbo);//Our color attachementGLuint texColorBuffer;glGenTextures(1,&texColorBuffer);glBindTexture(GL_TEXTURE_2D,texColorBuffer);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);glBindTexture(GL_TEXTURE_2D,0);glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,texColorBuffer,0);//our depth attachmentGLuint depthRenderbuffer;glGenRenderbuffers(1,&depthRenderbuffer);glBindRenderbuffer(GL_RENDERBUFFER,depthRenderbuffer);glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, WIDTH, HEIGHT);glBindRenderbuffer(GL_RENDERBUFFER,0);glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_DEPTH_STENCIL_ATTACHMENT,GL_RENDERBUFFER,depthRenderbuffer);if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)    assert(0);glBindFramebuffer(GL_FRAMEBUFFER,0);glViewport(0,0,WIDTH,HEIGHT);Texture floorTex(textures/floortexture1.jpg);Texture cubeTex(textures/cubetexture1.jpg);Shader shader(vs.txt,fs.txt);Shader shader2(vs2.txt,fs2.txt);//glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);while(!glfwWindowShouldClose(window)){    glfwPollEvents();    glBindFramebuffer(GL_FRAMEBUFFER, fbo);    glClearColor(0.1,0.0,0.0,0.0);    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);    glEnable(GL_DEPTH_TEST);    //float radius = 5.0f;    //cameraPos.z = cos(SLMath::radians(glfwGetTime()*30.0f))*radius;    //cameraPos.x = sin(SLMath::radians(glfwGetTime()*30.0f))*radius;    SLMath::Mat4 projection;    SLMath::Mat4 view;    SLMath::Mat4 model;    GLint projLoc = glGetUniformLocation(shader.program,projection);    GLint viewLoc = glGetUniformLocation(shader.program,view);    GLint modelLoc = glGetUniformLocation(shader.program,model);    SLMath::perspective(projection,45.0f,(float)WIDTH/(float)HEIGHT,0.1f,100.0f);    SLMath::lookAt(view,cameraPos,cameraDir,cameraUp);    glUniformMatrix4fv(projLoc,1,GL_FALSE,projection.valuePtr());    glUniformMatrix4fv(viewLoc,1,GL_FALSE,view.valuePtr());    glUniformMatrix4fv(modelLoc,1,GL_FALSE,model.valuePtr());    floorTex.bind();    shader.Use();    glBindVertexArray(VAOplane);    glDrawArrays(GL_TRIANGLES,0,6);    glBindVertexArray(0);    cubeTex.bind();    for(int i=0;i<3;i++)    {        model.reset();        SLMath::translate(model,cubePositions[i]);        glUniformMatrix4fv(modelLoc,1,GL_FALSE,model.valuePtr());        glBindVertexArray(VAOcube);        glDrawArrays(GL_TRIANGLES,0,36);        glBindVertexArray(0);    }    glBindFramebuffer(GL_FRAMEBUFFER,0);    glClearColor(1.0f,1.0f,1.0f,1.0);    glClear(GL_COLOR_BUFFER_BIT);    glDisable(GL_DEPTH_TEST);    shader2.Use();    glBindTexture(GL_TEXTURE_2D, texColorBuffer);    glBindVertexArray(VAOquad);    glDrawArrays(GL_TRIANGLES,0,6);    glBindVertexArray(0);    glfwSwapBuffers(window);}glDeleteBuffers(1, &VBOquad);glDeleteBuffers(1, &VBOcube);glDeleteBuffers(1,&VBOplane);glDeleteVertexArrays(1, &VAOquad);glDeleteVertexArrays(1, &VAOcube);glDeleteVertexArrays(1,&VAOplane);glfwDestroyWindow(window);glfwTerminate();exit(EXIT_SUCCESS);}I am getting this...instead of this...I have checked my code several times....what is wrong??
Clearing but not drawing objects
opengl;glsl