Hi opi
im not sure which part you can get working - but this may or maynot help:
its only one face, but you get the idea… if you want the other faces I can post them…
float tint =((float)(getLightData(xOset, yOset, zOset))/120f);
float side = 0.15f;
float side2 = 0.3f;
//front face
//quad 1 bottom
vHandle.put(-0.5f + xOset).put(-0.5f + yOset).put(+0.5f + zOset); // vertex bottom left
vHandle.put(tint-side2).put(tint-side2).put(tint-side2);
vHandle.put(h).put(s); // texture
//vHandle.put(tint).put(tint).put(tint);
vHandle.put(+0.5f+ xOset).put(-0.5f+ yOset).put(+0.5f + zOset); // v bottom right
vHandle.put(tint-side2).put(tint-side2).put(tint-side2);
vHandle.put(h+s).put(s); // t
//vHandle.put(tint).put(tint).put(tint);
vHandle.put(+0.5f+ xOset).put(+0.5f+ yOset).put(+0.5f + zOset); // v top right
vHandle.put(tint-side).put(tint-side).put(tint-side);
vHandle.put(h+s).put(0); // t
//vHandle.put(tint).put(tint).put(tint);
vHandle.put(-0.5f+ xOset).put(+0.5f+ yOset).put(+0.5f + zOset); // v top left
vHandle.put(tint-side).put(tint-side).put(tint-side);
vHandle.put(h).put(0); //t
Its interleaved, 3 vertex. 3 colour, 2 texture
h is the horizontal offset of my texture atlas (spritesheet) and s = size. on this particular cube there is no vertical offset.
tint is the light level of the cube
side and side 2 are used for some shading on the cube sides to differentiate them from the top.
if you have only 1 texture file per block, h = 0, and s=1
hope that helps…