FBO not rendering in color

For some reason, my FBO is rendering, but it’s in black and white. Any ideas?

_// in setup()

//Fbo
frontalHazardElements.allocate(ofGetWidth(), ofGetHeight(), GL_RGBA32F_ARB);
frontalHazardElements.begin();
ofClear(255,255,255, 0);
frontalHazardElements.end();

// in update()

frontalHazardElements.begin();

drawElementsIntoFBO();

frontalHazardElements.end();

// in draw()

frontalHazardElements.getTextureReference().bind();

for (int i = 0; i < hudBoundaryPoints.size(); i++) {

glBegin(GL_TRIANGLES);
glNormal3f(0.0f,0.0f,1.0f);

glTexCoord2f(hudBoundaryPoints[i].x + ofGetWidth()/2.0,
hudBoundaryPoints[i].y + ofGetHeight()/2.0);
glVertex3f(hudBoundaryPoints[i].x + ofGetWidth()/2.0,
hudBoundaryPoints[i].y + ofGetHeight()/2.0,
hudBoundaryPoints[i].z);

glTexCoord2f(ofGetWidth()/2.0, ofGetHeight()/2.0);
glVertex3f(ofGetWidth()/2.0, ofGetHeight()/2.0, 0);

glTexCoord2f(hudBoundaryPoints[i+1].x + ofGetWidth()/2.0,
hudBoundaryPoints[i+1].y + ofGetHeight()/2.0);
glVertex3f(hudBoundaryPoints[i+1].x + ofGetWidth()/2.0,
hudBoundaryPoints[i+1].y + ofGetHeight()/2.0,
hudBoundaryPoints[i+1].z);

//final triangle of the ellipse
if (i == (hudBoundaryPoints.size()-2)) {

glVertex3f(hudBoundaryPoints[i+1].x + ofGetWidth()/2.0,
hudBoundaryPoints[i+1].y + ofGetHeight()/2.0,
hudBoundaryPoints[i+1].z);

glTexCoord2f(ofGetWidth()/2.0, ofGetHeight()/2.0);
glVertex3f(ofGetWidth()/2.0, ofGetHeight()/2.0, 0);

glTexCoord2f(hudBoundaryPoints[0].x + ofGetWidth()/2.0,
hudBoundaryPoints[0].y + ofGetHeight()/2.0);
glVertex3f(hudBoundaryPoints[0].x + ofGetWidth()/2.0,
hudBoundaryPoints[0].y + ofGetHeight()/2.0,
hudBoundaryPoints[0].z);

}

glEnd();

}

frontalHazardElements.getTextureReference().unbind();
_

Tried GL_RGBA32F instead of GL_RGBA32F_ARB for the FBO allocation, in case there was some weirdness there, but still no luck!