On Mon, Feb 24, 2014 at 1:40 PM, Nicolas Rougier <Nicolas.Rougier@inria.fr> wrote:
Direct rendering (without framebuffer): http://www.loria.fr/~rougier/tmp/without-fbo.png
Indirect rendering (with framebuffer): http://www.loria.fr/~rougier/tmp/with-fbo.png
This doesn't look FBO-related; it looks like a difference in rendering. FBO errors tend to have nothing work, not have the rendering look incorrect.

I cannot provide a simple example since the example comes from a project (vispy). If anyone have a simple glut based example showing framebuffer rendering (with depth buffer) such as cube rendered on cube, that could help.
I have a simple FBO class implemented. It is used in several of my projects (e.g. my GLSL game of life implementation). You can use it as a reference.

As before though, it looks like some broken matrices or shading--not a FBO issue.