Render to Texture using FBOs not working

Hey guys.
I’m currently trying to implement Deferred Shading in my Engine. The problem is that I can’t render to a texture using GL_COLOR_ATTACHMENT0.
I know there must be a tiny error in my code which I can’t see.
I hope you guys can help me.

Initializing Frambuffer texture etc.



            GLuint textur;
	    glGenTextures(1, &textur);
	    glBindTexture(GL_TEXTURE_2D, textur);
	    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 256, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);

	   glGenerateMipmap(GL_TEXTURE_2D);

	   GLuint fbo;
	   glGenFramebuffers(1, &fbo);

	   glBindFramebuffer(GL_FRAMEBUFFER, fbo);

	   glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textur, 0/*mipmap level*/);

	   GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0};

           glDrawBuffers(1, DrawBuffers);

	   GLuint rbo;
	   glGenRenderbuffers(1, &rbo);
	   glBindRenderbuffer(GL_RENDERBUFFER, rbo);
	   glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 800, 600);
	   glBindRenderbuffer(GL_RENDERBUFFER, 0);
	   glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);

	   if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
	   	std::cout << "Incomplete Framebuffer" << std::endl;
	   else
		std::cout << "Complete Framebuffer" << std::endl;

          glBindFramebuffer( GL_FRAMEBUFFER, 0 );

Every Frame:


            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

            glBindFramebuffer(GL_FRAMEBUFFER, fbo);

	    glEnable(GL_DEPTH_TEST);

	    update(deltaTime);

	    glBindFramebuffer(GL_FRAMEBUFFER, 0);
	    glClearColor(1.0,0.0,1.0,1.0);
	    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	    glViewport(0,0,800,600);
	    vao.bind(); //binds the quads vao
	    glDisable(GL_DEPTH_TEST);
	    screen_program->use_program();

	    glActiveTexture(GL_TEXTURE5);
	    glBindTexture(GL_TEXTURE_2D, textur);
	    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

Notes:
My Quad is rendered succesfully but without any texture.
So I don’t think there are any problems with my shaderprogram and/or vbo/vaos

Thank you in advance for your answer :slight_smile:
I hope you can help me