Without knowing more about what you're trying to do or what hardware you're using it's hard to really answer this. It sounds like you might be using the texture in the scene with the FBO still bound, so it's trying to write to the framebuffer using content from the frame buffer. Is that what you're doing?It doesn't require a depth or stencil buffer but if you want to use depth or stencil features you'll need to have one bound.There are certain actions with frame buffers (such as binding an FBO to a texture and renderbuffer simultaneously, which it sounds like you might be doing) which have undefined or poorly defined behaviours in the spec. Depending on your GPU (or more specifically how strict the drivers are) some things will error, others will fail silently and simply have that texture appear messed up. I can't really give a more specific answer without details of what you're doing...-Stacy