OpenGL Framebuffer with more than one texture
===

I want to render n texture in my program and store them for later usage. Therefore I use the OpenGL FramebufferObject.

At first I create an array with 128 textures like this

    self.textures = glGenTexture(128)

The second step is a loop with 128 iterations in which I bind the texture at position i and render into it.

        glBindTexture(GL_TEXTURE_2D, self.texture[i])
        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_NEAREST)
        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_NEAREST)
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,  width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, None);
        glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,  GL_TEXTURE_2D, self.texture[i], 0);
        renderScene()


The last step is another loop, the MainGameLoop in which I render a plane with one texture from the texture array.

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        gluLookAt(0,0,1,0,0,0,0,1,0)
        glEnable(GL_TEXTURE_2D)
        
        glBindTexture(GL_TEXTURE_2D, self.texture[i])
       
        glBegin(GL_QUADS)
        
        glNormal3f(0.0, 1.0, 0.0)
        glTexCoord2f(0.0, 0.0)
        glVertex3f(-1, 1, -1)
        glTexCoord2f(1.0, 0.0)
        glVertex3f(1, 1, -1)
        glTexCoord2f(1.0, 1.0)
        glVertex3f(1, -1, -1)
        glTexCoord2f(0.0, 1.0)
        glVertex3f(-1, -1, -1)
    
        glEnd();

        glDisable(GL_TEXTURE_2D)

But something went wrong, the screen stays black. 