LWJGL VBO Textures

Hi all, since this is my first post, I am not really expecting any answers, though i’ll post anyway. I just learned VBO 2 days ago and I have a basic knowlege of array implementation. I can accomplish texture loading in imediate mode, but I am having trouble with Vertex Buffer Objects. Here is my code, and my output.

public void create() {
        setup();
        render();
    }
    int cube;
    int texture;

    private void makeCube(float x, float y, float z) {
        texture = glGenBuffers();
        cube = glGenBuffers();

        FloatBuffer cubeBuffer;
        FloatBuffer textureBuffer;

        float highX = x + tileSize;
        float highY = y + tileSize;
        float highZ = z + tileSize;

        float[] textureData = new float[]{
            0, 0,
            1, 0,
            1, 1,
            0, 1,
            0, 0,
            1, 0,
            1, 1,
            0, 1,
            0, 0,
            1, 0,
            1, 1,
            0, 1,
            0, 0,
            1, 0,
            1, 1,
            0, 1,
            0, 0,
            1, 0,
            1, 1,
            0, 1,
            0, 0,
            1, 0,
            1, 1,
            0, 1};

        textureBuffer = asFloatBuffer(textureData);
        glBindBuffer(GL_ARRAY_BUFFER, texture);
        glBufferData(GL_ARRAY_BUFFER, textureBuffer, GL_DYNAMIC_DRAW);
        glBindBuffer(GL_ARRAY_BUFFER, 0);

        float[] cubeData = new float[]{
            /*Front Face*/
            x, y, z,
            highX, y, z,
            highX, highY, z,
            x, highY, z,
            /*Back Face*/
            x, y, highZ,
            highX, y, highZ,
            highX, highY, highZ,
            x, highY, highZ,
            /*Left Face*/
            x, y, z,
            x, y, highZ,
            x, highY, highZ,
            x, highY, z,
            /*Right Face*/
            highX, y, z,
            highX, y, highZ,
            highX, highY, highZ,
            highX, highY, z,
            /*Bottom Face*/
            x, y, z,
            x, y, highZ,
            highX, y, highZ,
            highX, y, z,
            /*Top Face*/
            x, highY, z,
            x, highY, highZ,
            highX, highY, highZ,
            highX, highY, z};

        cubeBuffer = asFloatBuffer(cubeData);
        glBindBuffer(GL_ARRAY_BUFFER, cube);
        glBufferData(GL_ARRAY_BUFFER, cubeBuffer, GL_DYNAMIC_DRAW);
        glBindBuffer(GL_ARRAY_BUFFER, 0);

    }

    private void renderCube() {
        textures.get(1).bind();

        glEnableClientState(GL_VERTEX_ARRAY);

        glBindBuffer(GL_ARRAY_BUFFER, cube);
        glVertexPointer(3, GL_FLOAT, 0, 0);

        glEnableClientState(GL_TEXTURE_COORD_ARRAY);

        glBindBuffer(GL_ARRAY_BUFFER, texture);
        glTexCoordPointer(2, GL_FLOAT, 0, 0);

        glDrawArrays(GL_QUADS, 0, 24);

        glDisableClientState(GL_VERTEX_ARRAY);
        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
    }

    private void render() {
        while (!Display.isCloseRequested()) {
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
            glLoadIdentity();
            camera();

            renderCube();

            Display.update();
            Display.sync(30);
        }

        Display.destroy();
        System.exit(0);
    }

    private void setup() {
        try {
            Display.setDisplayMode(new DisplayMode(frameWidth, frameHeight));
            Display.setTitle("3D Project");
            Display.setVSyncEnabled(vSync);
            Display.create();
        } catch (LWJGLException ex) {
            Logger.getLogger(Camera.class.getName()).log(Level.SEVERE, null, ex);
        }

        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        gluPerspective(fov, (float) Display.getWidth() / (float) Display.getHeight(), zNear, zFar);
        //glOrtho(0, Display.getWidth(), Display.getHeight(), 0, -1, 1);
        glMatrixMode(GL_MODELVIEW);
        glEnable(GL_DEPTH_TEST);
        glEnable(GL_TEXTURE_2D);

        glLoadIdentity();

        loadTextures();

        makeCube(0, 0, -1);

    }

The output that I am getting is a solid color that takes the primary color of the texture. (If I load a water texture, the cube is blue, if I load grass, its green) This, to me, indicates that the texture is rendering, just not correctly.

EDIT: Apparently I overlooked the back side of the cube, which loads the texture, however the rest of the cube is a solid color.

EDIT again: Solved my own issue. Posted solved code.
/Thread