Im trying to render to a texture (shadowmap) but if I try to generate the framebuffer I always get GL_UNSUPORTED_FRAMEBUFFER_EXT.
I have a Nvidia GPU (GTX950 oc).

Texture generation :
Code :
void GenEmtyTexture(int sizeX, int sizeY, GLuint * ID, GLubyte * imagePtr, int unbind, int colorMode0, int colorMode1, GLuint dataType, GLint activeTexture, char mipmap)
{
  //imagePtr should have enougth/be NULL memory...
  printf("Generating texture...\n");
  glGenTextures(1, ID);
  glActiveTexture(activeTexture);
  glBindTexture(GL_TEXTURE_2D, *ID);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 
  if(mipmap)
  {
    glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
  }
 
  glTexImage2D(GL_TEXTURE_2D, 0, colorMode0, sizeX, sizeY, 1, colorMode1, dataType, imagePtr);
 
  printf("ERROR : %s\n", gluErrorString( glGetError() ) );
  if(unbind)
  {
    glBindTexture(GL_TEXTURE_2D, 0);
  }
}
I use it like this :
Code :
GenEmtyTexture(2048, 2048, &textureIDs[0], NULL, 0, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, GL_TEXTURE0, 1);

This is how I generate the FBO :
Code :
glGenFramebuffers(1, &frameBufferIDs[0]);
glBindFramebuffer(GL_FRAMEBUFFER, frameBufferIDs[0]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureIDs[0], 0);
 
printf("FRAMEBUFFERSTATUS : %x\n", glCheckFramebufferStatus(GL_FRAMEBUFFER));

printf always prints : FRAMEBUFFERSTATUS : 8cdd -->
Code :
#define GL_FRAMEBUFFER_UNSUPPORTED_EXT    0x8CDD


I read that this is Nvidia specific :
Warning: NVIDIA's OpenGL driver has a known issue with using incomplete textures. If the texture is not texture complete, the FBO itself will be considered GL_FRAMEBUFFER_UNSUPPORTED​, or will have GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT​. This is a driver bug, as the OpenGL specification does not allow implementations to return either of these values simply because a texture is not yet complete. Until this is resolved in NVIDIA's drivers, it is advised to make sure that all textures have mipmap levels, and that all glTexParameteri​ values are properly set up for the format of the texture. For example, integral textures are not complete if the mag and min filters have any LINEAR fields.

I dont know how to fix that.