Double VBO no performance increase or decrease?

I have been attempting to get a double VBO system going. To my understanding it is nothing really special just create 2 VBOs and then fill them up right? So that is what I have done, but I have no performance gain or performance decrease according to my DT times.

It does not matter how many buffers I use (keeping one VBO or having 2 at the ready) my DT times are roughly the same.
Both with single and double VBOs it sits around .0024 seconds.

Surely, I would think that my DT time would be better with a double VBO assuming I did it right or worse if it was done wrong. But them being the same? It has to be wrong, right?

Here is the code I got, let me know if more info I needed. I am rendering 100000 32x32 quads



	public void render()
	{
                //Clear the current buffer
		vertexBuffer[buffer].clear();

                //Set up a new random for the positions
		int x = 0; int y = 0;
		Random random = new Random();
		
		//X and Ys for the Quad; The Z is set to 1.0f; Remember 100000 quads
		for(int i = 0; i < MAX_QUADS; i++)
		{
			x = random.nextInt(800);
			y = random.nextInt(600);
			draw(x, y, 32.0f, 32.0f);
		}
		
		//Flip the current buffer
		vertexBuffer[buffer].flip();
		
		//Use the shader program
		glUseProgram(shaderProgramHandle);
		
                //Bind the current buffer and send it off to queue up in the GPU
		glBindBuffer(GL_ARRAY_BUFFER, vertexBufferHandle);
		glBufferData(GL_ARRAY_BUFFER, vertexBuffer[buffer], GL_STREAM_DRAW);
		
		//Get the Uniform for the MVP shader
		glUniformMatrix4(matrixBufferHandle, false, mvpBuffer);
		
		//Enable the VAO and its attributes
		glBindVertexArray(vertexArrayHandle);
		GL11.glDrawElements(GL_TRIANGLES, indexDrawCount, GL11.GL_UNSIGNED_INT, 0);
		glBindVertexArray(0);
		
		buffer = 1 - buffer;
	}

        //Put in here just in case
	private void createBuffers()
	{	
                //Create the Vertex Buffers
		vertexBuffer = new FloatBuffer[2];
		vertexBuffer[0] = BufferUtils.createFloatBuffer(MAX_VERTEX_COUNT);
		vertexBuffer[1] = BufferUtils.createFloatBuffer(MAX_VERTEX_COUNT);
	
                //Index Buffer used
		indexBuffer = BufferUtils.createIntBuffer(MAX_INDEX_COUNT);
	}


Other things to mention I’m using one VAO, one Vertex Buffer Handle, and a Index buffer handle like so


        //Init the VAO for the buffers, the Vertex Buffers will be Identical 
	private void initializeVAO()
	{
		//Bind the VAO
		glBindVertexArray(vertexArrayHandle);
		
		//Bind the Vertex Buffer and indicate where the Vertex are
		glEnableVertexAttribArray(0);
		glBindBuffer(GL_ARRAY_BUFFER, vertexBufferHandle);
		glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);
		
		//Bind the Index Buffer
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferHandle);
		glBindVertexArray(0);
	}