ok bit further. No more errors however the texture it is rendering is blank. There is none. Simply white. Can you see why?
gl.glBindRenderbufferEXT(GL.GL_RENDERBUFFER_EXT, depthBuffer[0]);
gl.glRenderbufferStorageEXT(GL.GL_RENDERBUFFER_EXT, GL.GL_DEPTH_COMPONENT, 14, 14);
gl.glFramebufferRenderbufferEXT(GL.GL_FRAMEBUFFER_EXT, GL.GL_DEPTH_ATTACHMENT_EXT, GL.GL_RENDERBUFFER_EXT, depthBuffer[0]);
gl.glGenTextures(1, customTex, 0);
gl.glBindTexture(GL.GL_TEXTURE_2D, customTex[0]);
gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA8, 14, 14, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, null);
gl.glFramebufferTexture2DEXT(GL.GL_FRAMEBUFFER_EXT, GL.GL_COLOR_ATTACHMENT0_EXT, GL.GL_TEXTURE_2D, customTex[0], 0);
gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, fbo[0]);
gl.glPushAttrib(GL.GL_VIEWPORT_BIT);
gl.glViewport(0,0,14, 14);
gl.glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
gl.glBegin(GL.GL_LINES);
gl.glVertex3f(0.0f, 0.0f, 0.0f);
gl.glVertex3f(10.0f, 10.0f, 10.0f);
gl.glEnd();
gl.glPopAttrib();
gl.glBindFramebufferEXT(GL.GL_FRAMEBUFFER_EXT, 0);
gl.glBindTexture(GL.GL_TEXTURE_2D, customTex[0]);
gl.glGenTextures(1, customTex, 0);
gl.glBindTexture(GL.GL_TEXTURE_2D, customTex[0]);
gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA8, 14, 14, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, null);
gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE);
gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR);
gl.glGenerateMipmapEXT(GL.GL_TEXTURE_2D);
gl.glDeleteFramebuffersEXT(1, fbo, 0);
gl.glDeleteRenderbuffersEXT(1, depthBuffer, 0);