You are missing a glDrawBuffers (...) call. You need to establish that color attachment 0 is the first buffer your fragment shader is going to output.
###This should fix your problem:
This should fix your problem:
glBindFramebuffer(GL_FRAMEBUFFER, _fbo);
const GLenum draw_buffer = GL_COLOR_ATTACHMENT0;
glDrawBuffers (1, &draw_buffer);
//Draw Scene
glBindFramebuffer(GL_FRAMEBUFFER, 0);
You do not have to do this in the loop, you could do it once when you initialize your FBO. But you do have to do it somewhere while your FBO is bound.