While working with a second renderpass using the result of the first pass as texture, it works fine with "glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, w, h, 0);", but always copying the pixel-data is very slow. So i was looking for a way to render direct in memory and found the glFramebuffer-object should do what i want.
After solving the linker-reference-problem, the program is compiled now, but it crashes within the following line:
1 2
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
If i remove the "glGenFramebuffers"-call it works.