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WEBGL-FBO: Why is the DEPTH_COMPONENT texture blank after rendercall

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I just wanted to render my Scene to a Framebuffer with a DepthComponent_texuture. And wanted to render this texture to the screen, so that i olny see the DepthComponent on my Screen. I want to get into Shadowmapping and throught this would be a good exercise.

Stuff i did: -set read/drawBuffer(s) to gl.NONE because i dont hava a colorAttachment (probably dosent even matter). -when creating the depth texture i tried gl.texImage2D but could not get it to work. -When i am using a ColorAttachment isted of a DepthAttachment, i get a normal result(The color Attachment_texture just has the sceen)[obviously here i also added a DepthRenderbuffer(DEPTH24STENCTIL8)].

//creating the Framebuffer
id = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER,id);

atex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, atex);
gl.texStorage2D(gl.TEXTURE_2D,1,gl.DEPTH_COMPONENT16,width,height);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);

gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, atex, 0);

gl.drawBuffers([gl.NONE]);
gl.readBuffer(gl.NONE);

gl.bindFramebuffer(gl.FRAMEBUFFER,null);
//----------------
//In the renderLoop

//renders the scene with the pbrShader to the Framebuffer
//The FragmentShader of the PBRShader is empty cause i dont have any 
//ColorAttachments and the Vertex is just transforming the position and
//passing the uvs[...]
render(scene,pbrShader,framebuffer);
//renders a texture to the screen using a very simple vertex shader and
//a Fragment Shader that just takes the texture and mapps it to the Screen
renderScreen(framebuffer.atex);


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