Rendering texture

Basically I render to texture, (I can see that if I read with ReadPixel from that what appears is correct) but when I try to bind that texture to a quad, I dont see anything

// init
gl.glEnable(GL2.GL_TEXTURE_2D);
        
        //gl.glGenRenderbuffers(1, textureID, 0);
        gl.glGenTextures(1, textureID, 0);
        gl.glBindTexture(GL2.GL_TEXTURE_2D, textureID[0]);
        
//        gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_S, GL2.GL_REPEAT);
//        gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_T, GL2.GL_REPEAT);
//        gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST);
//        gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_NEAREST);
        
        // null means reserve texture memory, but texels are undefined
        gl.glTexImage2D(GL2.GL_TEXTURE_2D, 0, GL2.GL_RGB, floorWidth, floorHeight,
                0, GL2.GL_RGB, GL2.GL_FLOAT, null);
        
        gl.glGenFramebuffers(1, frameBufferID, 0);
        gl.glBindFramebuffer(GL2.GL_FRAMEBUFFER, frameBufferID[0]);
        
        //Attach 2D texture to this FBO
        gl.glFramebufferTexture2D(GL2.GL_FRAMEBUFFER, GL2.GL_COLOR_ATTACHMENT0, 
                                        GL2.GL_TEXTURE_2D, textureID[0], 0);
        
        // depth buffer
        int[] depthRenderBufferID = new int[1];
        gl.glGenRenderbuffers(1, depthRenderBufferID, 0);
        gl.glBindRenderbuffer(GL2.GL_RENDERBUFFER, depthRenderBufferID[0]);
        gl.glRenderbufferStorage(GL2.GL_RENDERBUFFER, GL2.GL_DEPTH_COMPONENT24, 
                                                floorWidth, floorHeight);
        gl.glFramebufferRenderbuffer(GL2.GL_FRAMEBUFFER, GL2.GL_DEPTH_ATTACHMENT,
                                            GL2.GL_RENDERBUFFER, depthRenderBufferID[0]);
        
        if(gl.glCheckFramebufferStatus(GL2.GL_FRAMEBUFFER) == GL2.GL_FRAMEBUFFER_COMPLETE)
            System.out.println("GL_FRAMEBUFFER_COMPLETE!!");
        else
            System.out.println("..[censored] ^^");
        
        gl.glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
        gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
        
//        gl.glViewport(0, 0, floorWidth, floorHeight);
//        gl.glMatrixMode(GL2.GL_PROJECTION);
//        gl.glLoadIdentity();
        
        //gl.glDisable(GL2.GL_TEXTURE_2D);
        //gl.glDisable(GL2.GL_BLEND);
        gl.glEnable(GL2.GL_DEPTH_TEST);
        
        gl.glColor3f(0.0f, 0.0f, 0.0f);
        gl.glBegin(GL2.GL_TRIANGLES);
            gl.glVertex3f(1.0f, 1.0f, 0.0f);
            gl.glVertex3f(1.0f,-0.5f, 0.0f);
            gl.glVertex3f(-1.0f,-1.0f, 0.0f);
        gl.glEnd();
        
        //show the back buffer if double buffering was set
        gl.glFlush();

// display

gl.glDisable(GL2.GL_LIGHTING);
        
        gl.glColor3f(1.0f, 1.0f, 1.0f);
                        
        gl.glBindTexture(GL2.GL_TEXTURE_2D, textureID[0]);
        
        gl.glBegin(GL2.GL_QUADS);
            gl.glTexCoord2f(0.0f, 0.0f);
            gl.glVertex3f(-a, -a, 0);
            gl.glTexCoord2f(0.0f, 1.0f);
            gl.glVertex3f(-a, a, 0);
            gl.glTexCoord2f(1.0f, 1.0f);
            gl.glVertex3f(a, a, 0);
            gl.glTexCoord2f(1.0f, 0.0f);
            gl.glVertex3f(a, -a, 0);
        gl.glEnd();   

You have commented out glTexParameter calls which set filtering modes to nearest. Default filter modes require mipmaps, so you should either use filter mode without mipmaps or generate mipmaps.

This is covered in “common mistakes” page
http://www.opengl.org/wiki/Common_Mistakes#Creating_a_Texture

It worked, thanks

Useful link, thanks