Spritesheets by dividing texture coordinates?

So I’m making a 2D engine with LWJGL and wanted a spritesheet class, and thought that the best way to do it in OpenGL, would be to load the entire spritesheet, then divide the tex coords according to which sprite I want to access. I came up with this:

for(int x = 0; x < sheet.getWidth(); x++){
for(int y = 0; y < sheet.getHeight(); y++){
textures[x][y] = new Texture(path, false, new Vector2f[]{
//init tex coords
new Vector2f(x/spriteWidth, y/spriteHeight), //bottom left
new Vector2f((x+1)/spriteWidth, y/spriteHeight), //top left
new Vector2f((x+1)/spriteWidth, (y+1)/spriteHeight), //top right
new Vector2f(x/spriteWidth, (y+1)/spriteHeight) //bottom right
});
}
}

It turns out that way of dividing the tex coords doesn’t work too well xD. How should I go about doing it?