The parts of code you posted should just work fine...

Quote Originally Posted by M109uk
Yes if i dont resize the viewport then i get the world rendered in the lower left cornour
Well, then there shouldn't be any problems to copy the framebuffer into the texture after rendering. :-/

Quote Originally Posted by M109uk
Would using ARB_Multitexture effect this in anyway?
No, that shouldn't be necessary...

Quote Originally Posted by M109uk
When i use glBindTexture I get a blank screen, but if i bind it to a layer i dont get the texture but the world is still rendered?!?
?!? When you use wich glBindTexture where? You don't try to bind the blank texture _before_ rendering the world, do you? and what is a layer in your case?

Quote Originally Posted by M109uk
Is their away to get it to render from a different position in the world than i am, cause i have tried to move the camera then create the texture and move it back but this some reason screws everything up :?
If your camera class works as it is supposed to, it should allow you to view the world from every position you wish. However, you might want to try saving the matrix by pushing it onto the stack before moving the camera. That way you can restore the former position without moving the camera back...

Hmm. Sorry, that I can't help you but I'm pretty sure that the parts of code you posted are okay... If you want I could have a look at the whole project or respective an excerpt illustrating the problem.

-lith