python RTT not working
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I'm trying to render something to a texture, but I am encountering some problems... May anyone can help me!?

Here is my code 

With this method I initiate OpenGL and Python

    def initRender(self):
        glClearColor(0,0,0,1)
        #self.reshape(width,height)
        glEnable(GL_DEPTH_TEST)
        glDepthFunc(GL_LESS)
        #Clip planes aktivieren
        glEnable(GL_CLIP_PLANE0)
        glEnable(GL_CLIP_PLANE1)
        glShadeModel(GL_SMOOTH)        
        glutInit()
        
        if renderToTexture:
            glEnable(GL_TEXTURE_2D)            
            self.rendertarget = glGenTextures(1)
            glBindTexture(GL_TEXTURE_2D, self.rendertarget)
            glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, None )
            #self.fbo = c_uint(1)
            self.fbo = glGenFramebuffers(1)
            #print(self.fbo)
            print(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT))
            glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, self.fbo)
            glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, self.rendertarget, 0);

My render method:

    def drawScene(self):
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        gluLookAt(0,0,200,0,0,-1,0,1,0)
        glClipPlane(GL_CLIP_PLANE0, (0,0,1,-1 * self.start + self.diff))       
        glClipPlane(GL_CLIP_PLANE1, (0,0,-1,self.start))   
        #gluPerspective(45.0,1.0*800/800,1.0,self.start+0.5)

        # render the mesh
        glTranslatef(-64,-64,-64)
        glEnableClientState(GL_VERTEX_ARRAY) # Enable something in OpenGL 
        glEnableClientState(GL_COLOR_ARRAY) # Enable something in OpenGL
        glBindBuffer(GL_ARRAY_BUFFER,self.vbo[1]) 
        glColorPointer(3,GL_FLOAT,0,None) # Tell OpenGL that it contains only ColorValues
        #Now the vertex Buffer with positions
        glBindBuffer(GL_ARRAY_BUFFER,self.vbo[0]) 
        glVertexPointer(3,GL_FLOAT,0,None) # Tell OpenGL that it contains the Positions for each Points
        glDrawArrays(GL_TRIANGLES,0,len(self.verts)+len(self.color))    # Merge both
        #Diable what was enabled before
        glDisableClientState(GL_COLOR_ARRAY); 
        glDisableClientState(GL_VERTEX_ARRAY);
        
        if renderToTexture:
            
            glClearColor(1,1,1,1)
            gluLookAt(0,0,2,0,0,-1,0,1,0)
            glBindTexture( GL_TEXTURE_2D, self.rendertarget )
            glBegin(GL_QUADS)
            glTexCoord2f(0,0);
            glVertex3f(-1, -1, 1) 
            glTexCoord2f(0,1);
            glVertex3f(-1, 1, 1) 
            glTexCoord2f(1,1);
            glVertex3f(1, 1, 1) 
            glTexCoord2f(1,0);
            glVertex3f(1, -1, 1) 
            glEnd()
            glFlush()
        
        
        pygame.display.flip()


When I start the program, the mainGameLoop has only 128 iteration (by design) but everything I see is black... When I set "renderToTexture = False" I get the desired output, but for my project I need to render it to texture and store those resulting 128 textures. 

So can someone help me and tell me what is wrong?