I assume that you want to draw into a colour attachment (the texture). Let me recommend a short look into the documentation (https://khronos.org/registry/OpenGL-Refpages/gl4/) and chapter 9 of the specification (https://www.khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf) on how framebuffers and their attachments (renderbuffers) are being set up for drawing, there are several ways to do this.
Here's example code to generate a framebuffer with a single colour attachment for rendering (OpenGL 4.5, plain C, no error handling for brevity):
// Create the framebuffer
glCreateFramebuffers( 1, &framebuffer );
// Create a colour attachment
glCreateRenderbuffers( 1, &color_attachment );
// make room (check formats for your need)
glNamedRenderbufferStorage( color_attachment, internal_format, size_x, size_y );
// attach renderbuffer to framebuffer; just a single colour attachment
glNamedFramebufferRenderbuffer( framebuffer, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_attachment );
// check for completeness
if( GL_FRAMEBUFFER_COMPLETE != glCheckNamedFramebufferStatus( framebuffer, GL_FRAMEBUFFER ) {
/* error message;*/
}
when needed, bind the buffer to its target with a call to:
glBindFramebuffer( GL_DRAW_FRAMEBUFFER, framebuffer );
to draw into it.
Cleanup with a call to glDeleteRenderbuffers and glDeleteFramebuffers.
Use the glNamedFramebufferParameteri and glNamedRenderbufferParameteri functions for specific adjustments.