glVertexPointer and glTexCoordPointer Parameters?(Fixed by Self)

The parameters stride and pointer confuse me.
I have a vbo filled with float data on vertexPositions and textureCoords, created this way(may or may not be right):

glBindBuffer(GL_ARRAY_BUFFER, vboID);
		vboList.add(vboID);
Vector4f vertices = new Vector4f();
		Vector4f texCoords = new Vector4f();
		TerrainTexture currentTex = null;
		for (int x = 0; x < mapByteData.length; x++) {
			for (int y = 0; y < mapByteData.length; y++) {
				vertices.x = x * 16;
				vertices.y = y * 16;
				vertices.w = vertices.x + 16;
				vertices.z = vertices.z + 16;
				
				currentTex = textureMap.get(mapByteData[x][y]);
				texCoords.x = currentTex.x;
				texCoords.y = currentTex.y;
				texCoords.w = texCoords.x + currentTex.w;
				texCoords.z = texCoords.y + currentTex.h;
				
				ArrayList<Float> blockCoords = new ArrayList<Float>(){{
					add(vertices.x); add(vertices.y); add(texCoords.x); add(texCoords.y);
					add(vertices.w); add(vertices.y); add(texCoords.w); add(texCoords.y);
					add(vertices.w); add(vertices.z); add(texCoords.w); add(texCoords.z);
					add(vertices.x); add(vertices.z); add(texCoords.x); add(texCoords.z);
				}};
				tempData.addAll(blockCoords);
			}
		}
		FloatBuffer buffer = BufferUtils.createFloatBuffer((MAPSIZE*MAPSIZE) * (4 * 2) * (4 * 2));
		int cnt = 0;
		for (Float val : tempData) {
			data[cnt] = val;
			cnt++;
		}
		buffer.put(data);
		buffer.flip();
		glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);

(Tell me if you dont know what is happening above)

And then i draw the vbo like this:

glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textureSheetID);

		glBindBuffer(GL_ARRAY_BUFFER, vboList.get(0));
		glEnable(GL_VERTEX_ARRAY);
		glVertexPointer(2, GL_FLOAT, 16, 0);
		GL13.glClientActiveTexture(GL13.GL_TEXTURE0);
		glEnableClientState(GL_TEXTURE_COORD_ARRAY);
		glTexCoordPointer(2, GL_FLOAT, 16, 2);
		glDrawArrays(GL_QUADS, 0, MAPSIZE * MAPSIZE * 4);
		glDisableClientState(GL_VERTEX_ARRAY);
		glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);

So i dont know what to put in the last 2 parameters of:

glVertexPointer(2, GL_FLOAT, 16, 0);
glTexCoordPointer(2, GL_FLOAT, 16, 2);

How the the data in the vbo is layed out(four lines for each 2d rect):


verticeX, verticeY, texCoordX, texCoordY,//TopLeft
verticeX, verticeY, texCoordX, texCoordY,//BottomLeft
verticeX, verticeY, texCoordX, texCoordY,//BottomRight
verticeX, verticeY, texCoordX, texCoordY,//TopRight

Thanks!(ask if anything is needed/questions)

EDIT:

I fixed it myself by putting the vertex and texture coords into separete vbo’s.