Simple allocate fbo issue

I am trying to simply allocate, write and then draw and fbo and I’m coming up with the following error:

[warning] ofFbo: allocate(): no color buffers specified for frame buffer object 1
[warning] ofFbo: FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER
(lldb)

When I run the below code in a new empty project it builds fine but in a much larger project the same code doesn’t run.

    #include "ofApp.h"

//--------------------------------------------------------------
void ofApp::setup(){
    
    ofBackground(ofColor::black);
    ofEnableAlphaBlending();
    ofEnableSmoothing();
    ofSetFullscreen(false);
    ofEnableDepthTest();

    fbo.allocate(400, 400, GL_RGBA);
    fbo.begin();
    ofClear(255, 255, 255, 0);
    fbo.end();
    
    

}

//--------------------------------------------------------------
void ofApp::update(){

}

//--------------------------------------------------------------
void ofApp::draw(){
    
    fbo.begin();
    ofClear(255, 255, 255, 255);
    ofSetColor(255, 0, 0);
    ofCircle(mouseX, mouseY, 100);
    fbo.end();
    
    fbo.setAnchorPoint(fbo.getWidth() * .5, fbo.getHeight() * .5);
    ofSetColor(255);
    fbo.draw(ofGetWidth() * .5, ofGetHeight() * .5);

}

    #pragma once
    
    #include "ofMain.h"

    class ofApp : public ofBaseApp{
	public:
		void setup();
		void update();
		void draw();

		void keyPressed(int key);
		void keyReleased(int key);
		void mouseMoved(int x, int y );
		void mouseDragged(int x, int y, int button);
		void mousePressed(int x, int y, int button);
		void mouseReleased(int x, int y, int button);
		void windowResized(int w, int h);
		void dragEvent(ofDragInfo dragInfo);
		void gotMessage(ofMessage msg);
		
    ofFbo fbo;
};

I’m running on the following:

my project that I’m trying to integrate fbos into on github

thanks in advance

I also noticed this is happening with ofVideoPlayer in the same project. Simply calling video.loadMovie(“SomeName”); gives me the error at startup. Which is the same idea, I run the same code with the same movie file in another empty project and it works fine.

setPixelFormat(internalPixelFormat);	//this means that it will try to set the pixel format you have been using before. 
											//if the format is not supported ofVideoPlayer's internalPixelFormat will be updated to that of the player's