title: What are the steps necessary to render my scene to a Framebuffer Object(FBO) and then render that FBO to the screen?
body: <p>I've got a fairly complicated scene with many GL_POINTS that I need to render.  The scene will be largely static, so I'd like to render it to a Framebuffer Object and then only update that FBO when my scene actually changes.  I'd then like to render the FBO to the screen each frame.</p>
  
  <p>I've found examples that render an FBO into a texture.  I've found examples that render an FBO into a RenderBuffer (still not quite sure what that is).  I'm not sure what the steps are to achieve this.  Do I need to render to a texture and the draw the texture to the screen?</p>
  
  <p>Can you please enumerate the steps (ideally even in pseudocode or actual code) to render my scene to an FBO and then draw that FBO to the screen.</p>
  
  <p><code>draw()</code> is sufficient for a placeholder for my own drawing functions.</p>