Incomplete FBO after glFramebufferTexture2DEXT

Does anyone know why I am getting the following behavior when I am creating a FBO with 1 color attachement?

glGenFramebuffersEXT(1, &id);
glBindFramebufferEXT(id);
// CHECKFBOSTATUS = GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT

glFramebufferTexture2DEXT (…)
// CHECKFBOSTATUS = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT

How can the FBO be incomplete if I just attached a color attachement to it?
How does it tell that my FBO is incomplete if I just created it?

Maybe you need a depth attachment too… Or try disabling the depth-test

Have your texture already got an image with it (i.e., have the glTexImage2D() command been performed on that texture?)? If not, then the framebuffer is likely to be incomplete as a texture with zero-sized image is attached to an attachment point.

Another possible reason for the error (though much less likely) is attaching depth texture to a color attachment point.

By the way, this incompleteness has nothing to do with depth - or it would have been INCOMPLETE_MISSING_ATTACHMENT.

Thanks.
I found the problem. GL_TEXTURE_2D was enabled for all texture units up to 8… it was then expecting to have 8 color attachments … I guess.

thanks for the help.

that doesnt seem like that should cause a problem, im thinking its something esle