FBO TextureID works, normal TextureID does not for direct GL rendering

Hey all, I try to figure out why I cannot render “normal” texture ids from oF in my old codebase.

I found some code snippet to create an FBO and I can easily render that as opengl ID in my codebase:

    ofFbo::Settings fboSettings;
    fboSettings.width = 320;
    fboSettings.height = 240;
    fboSettings.internalformat = GL_RGBA;
    fboSettings.textureTarget = GL_TEXTURE_2D;
    videoFBO.allocate(fboSettings);
    imguitextureid = videoFBO.getTexture().texData.textureID;

Then I can use the imguitextureid and it works. But why cannot I use the textureID of “normal” textures? Can I set some option, so it does work?

I looked a bit through the methods and tried stuff like:

colorImg.setUseTexture(true);
colorImg.getTexture().getTextureData().textureTarget = GL_TEXTURE_2D;
colorImg.getTexture().getTextureData().glInternalFormat = GL_RGBA;
colorImg.allocate(320,240);

But nothing makes it work yet. Only the FBO object has the ability to set the fboSettings.

So the question: does anybody know how to render normal textures via stock opengl code, without rendering them first into a FBO?

I just found the solution, I need to call this once in setup():