- SetStartUpMatrices();
 - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
 - glPushAttrib(GL_VIEWPORT_BIT);
 - glViewPort(0, 0, FBO_SIZE, FBO_SIZE);
 - glClearColor(1,0,0,1);
 - glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
 - glPushMatrix();
 - glRotatef(30,0,0,1);
 - // hier wird die Szene gerendert
 - glPopMatrix();
 - glPopAttrib();
 - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
 - glClearColor(0,0,0,1);
 - glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
 - glEnable(GL_TEXTURE_2D);
 - glBindTexture(GL_TEXTURE_2D, tex); //tex ist die Textur in die mit dem FBO gerendert wird
 - glBegin(GL_QUADS);
 - glColor3f(1,1,1);
 - glTexCoord2f(0,0); glVertex2f(-2,-2);
 - glTexCoord2f(0,1); glVertex2f(-2,+2);
 - glTexCoord2f(1,1); glVertex2f(+2,+2);
 - glTexCoord2f(1,0); glVertex2f(+2,-2);
 - glEnd();
 - glDisable(GL_TEXTURE_2D);
 
