I would like to do offscreen rendering (in console environment without any WS) with FBOs. I know that it is necessary to create an OpenGL context, and at least a dummy window for any operation, therefore I did the following initialization:

// Step 1 - Get the default display.
eglDisplay = eglGetDisplay((EGLNativeDisplayType)0);

// Step 2 - Initialize EGL.
EGLint iMajorVersion, iMinorVersion;
if (!eglInitialize(eglDisplay, &iMajorVersion, &iMinorVersion))
{
    printf("Error: eglInitialize() failed.\n");
    goto cleanup;
}

// Step 3 - Make OpenGL ES the current API.
eglBindAPI(EGL_OPENGL_ES_API);
if (!TestEGLError("eglBindAPI"))
{
    goto cleanup;
}

// Step 4 - Specify the required configuration attributes.
EGLint pi32ConfigAttribs[5];
pi32ConfigAttribs[0] = EGL_SURFACE_TYPE;
pi32ConfigAttribs[1] = EGL_WINDOW_BIT;
pi32ConfigAttribs[2] = EGL_RENDERABLE_TYPE;
pi32ConfigAttribs[3] = EGL_OPENGL_ES2_BIT;
pi32ConfigAttribs[4] = EGL_NONE;

// Step 5 - Find a config that matches all requirements.
int iConfigs;
if (!eglChooseConfig(eglDisplay, pi32ConfigAttribs, &eglConfig, 1, &iConfigs) || (iConfigs != 1))
{
    printf("Error: eglChooseConfig() failed.\n");
    goto cleanup;
}

// Step 6 - Create a surface to draw to.
EGLSurface eglSurface;
eglSurface = eglCreateWindowSurface(eglDisplay, eglConfig, (EGLNativeWindowType)NULL, NULL);
if (!TestEGLError("eglCreateWindowSurface")) goto cleanup;

// Step 7 - Create a context.
eglContext = eglCreateContext(eglDisplay, eglConfig, NULL, ai32ContextAttribs);
if (!TestEGLError("eglCreateContext")) goto cleanup;

// Step 8 - Bind the context to the current thread
eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext);
if (!TestEGLError("eglMakeCurrent")) goto cleanup;

This type of initialization works on the target system, but if I draw something into the FBO, and after read it back (getReadPixels) always only get a black image. I have tried the same code above X11, where

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