LWJGL 3 rendering issues

I’m probably being an absolute idiot here ( as usual ) , i’m trying to render a simple shape in my new graphics engine and while the window is shown no image is shown on the screen. Below is the relative code.



public void render() {
		GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
		int index = 0;
		for(index = 0; index < buffer_objects.size();index++){
			BufferObject render_object = buffer_objects.get(index);
			vbo_core.bind_shader();
			GL11.glEnable(GL11.GL_BLEND);
			GL11.glBindTexture(GL11.GL_TEXTURE_2D, render_object.texture.id);
			GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, render_object.vertex_id);
			GL20.glEnableVertexAttribArray(vbo_core.locationattribvertex);
			GL20.glEnableVertexAttribArray(vbo_core.locationattribtex);
			GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER,render_object.vertex_id);
			GL20.glVertexAttribPointer(vbo_core.locationattribvertex, 2,
					GL11.GL_FLOAT, false, 0, 0);
			GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, render_object.texture_id);
			GL20.glVertexAttribPointer(vbo_core.locationattribtex, 2,
					GL11.GL_FLOAT, false, 0, 0);
			// Draw the textured rectangle
			GL20.glUniform2f(vbo_core.locationdimension, width, height);
			GL20.glUniform2f(vbo_core.locationtransform, render_object.translation.x,
					render_object.translation.y);
			GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, render_object.vert_count);
			
			GL20.glDisableVertexAttribArray(vbo_core.locationattribvertex);
			GL20.glDisableVertexAttribArray(vbo_core.locationattribtex);

			GL11.glEnable(GL11.GL_BLEND);
			vbo_core.un_bind_shader();
		}
		
	}




public int create_buffer(int size , Vertex2d[] data,Texture t){
		int index = create_buffer(size,t);
		BufferObject buffer = buffer_objects.get(index);
		for(Vertex2d vertex :data){
			buffer.verticies.put(vertex.x);
			buffer.textures.put(vertex.u);
			buffer.verticies.put(vertex.y);
			buffer.textures.put(vertex.v);
			buffer.vert_count+=2;
		}
		buffer_objects.set(index,buffer);
		buffer.flip();
		GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, buffer.vertex_id);
		GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer.verticies, GL15.GL_STREAM_DRAW);
		GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, buffer.texture_id);
		GL15.glBufferData(GL15.GL_ARRAY_BUFFER,	buffer.textures, GL15.GL_STREAM_DRAW);
		GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
		return index;
	}


Any help an obvious error pointing out would be helpful.