How does fbo work?

I would like to render some objects offscreen to a fbo and then use copypixels to copy from the fbo to the front buffer.
Is this possible?
Can I render normally to a fbo?
Something like
glDrawBuffer(FBO);

If your FBO is backed by a texture, you can simply bind the texture and draw a quad to your framebuffer.

FBOs are quite an advanced topic though, so I’d advice you to read up on some tutorials and/or read the spec.

I have but I just can’t seem to understand it or get it to work.
Could anyone point me to a good tutorial or maybe some sample code which demonstrates
how you could setup fbos and then draw and read to them by setting
glDrawBuffer and glReadBuffer.

I have some code that I pasted into this topic: http://www.java-gaming.org/index.php/topic,19255.0.html

that might be of interest…it is about creating a FBO with a color render buffer and reading the render buffer…that’s not exactly what you need but it might be a start…it is for JOGL, btw.