Oh my god... I think I've completely misunderstood you...
Before, I was using the FrameBuffer with GL10 but I had messed up in my GL initialization. That's why in one of my previous questions, the GL Renderer being called was OpenGL ES-CM 1.0, while I had been calling a mixed context (that's why the shaders and lightning didn't work), along with PixelFinger (though PixelFinger was on Emu, not sure on device), since that question I've REWRITTEN it COMPLETELY, so I initalize the ES 2.0 Renderer correctly and render the appropriate context...
Before, when I used the FrameBuffer with GL10, I think I had cast it like so (GL11) gl10... Yes, I know... I've CAST it
That was a result of my frustration and silliness, so about catching that... I don't think many people would try that out