OpenGL drawing and nuklear

I am beginning to study Nuklear (https://github.com/vurtun/nuklear) to use for my own projects. Now I have an extremely basic code that without the nuklear piece of code displays a texture on the screen, but with the nuklear it look like if it completely disregards the texture drawing. Does someone have any suggestion to solve my problem?
I will copy the render loop here:

do
    {
        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
       
        /*
        // TODO: find out about the problem is happening here when using nuklear
        ///////////////////
        nk_glfw3_new_frame();

        if(nk_begin(ctx, "Demo", nk_rect(50, 50, 230, 250),
                    NK_WINDOW_BORDER | NK_WINDOW_MOVABLE | NK_WINDOW_SCALABLE |
                    NK_WINDOW_MINIMIZABLE | NK_WINDOW_TITLE))
        {
            nk_layout_row_static(ctx, 30, 80, 1);
            if( nk_button_label(ctx, "test") )
                glClearColor(1.0,0,0,1.0);
        }
        nk_end(ctx);

        nk_glfw3_render(NK_ANTI_ALIASING_ON, 512 * 1024, 128 * 1024 );              
        */

        glUseProgram(programID);

        {
            glActiveTexture(GL_TEXTURE0);

            glBindTexture(GL_TEXTURE_2D, this->texID);
            glUniform1i(TextureID, 0);

            // 1rst attribute buffer : vertices
            glEnableVertexAttribArray(0);
            glBindBuffer( GL_ARRAY_BUFFER, vertexbuffer );
            glVertexAttribPointer(
                        0,
                        3,
                        GL_FLOAT,
                        GL_FALSE,
                        0,
                        (void*) 0
           );

            // Draw the triangle !
            glDrawArrays(GL_TRIANGLES, 0, 6);
            glDisableVertexAttribArray(0);

            glBindTexture(GL_TEXTURE_2D, 0);
        }



        glfwSwapBuffers(window);
        glfwWaitEvents();
        glfwPollEvents();
    } // Check if ESC key was pressed or the window was closed
    while( glfwGetKey( window, GLFW_KEY_ESCAPE ) != GLFW_PRESS && glfwWindowShouldClose(window) == 0 );

I forgot to bind the vertexArray on loop

glBindVertexArray(VertexArrayID);