Lots of things to note here… I will be brutally honest. 
[]Don’t copy-paste. Instead, read up on theory; learn about things like matrix math, how GLSL and the shader pipeline works, and what VBOs really are. If you aren’t ready do actually do the reading, then you are barking up the wrong tree trying to write your own OpenGL code.
[]It looks like you are creating and deleting your shaders and VBOs in the same function that you are drawing your textures. This is horrible practice. As a rule of thumb, try not to create or allocate things in your game loop rendering functions. Create things in the beginning of your application lifecycle; then render; then “clean up” your resources when the user is quitting.
[]gl_TexCoord, gl_MultiTexCood0, etc. are deprecated in modern pipeline. You need to define your own attributes and varyings.
[]Don’t use ARB function calls in modern pipeline.
[]Don’t glEnable texturing – this is not necessary in modern pipeline.
[]Pass zero to glUniform1i for samplers, not GL_TEXTURE0
[]You didn’t specify any texture coordinates – how will GL know what to sample from?
[]Where is your perspective or orthographic projection matrix?
Honestly, your code looks like a copy-pasted mish-mash of different techniques that span both the programmable and fixed-function pipeline. It’s no surprise anything renders; pretty much every aspect of your code is not correct. Like I said; read some tutorials and stop copy-pasting, or use something other than raw OpenGL.
C/C++:
http://www.gamefromscratch.com/post/2013/02/27/Modern-OpenGL-resources-round-up.aspx
Java: