Texturing a VBO?

Hey, I’m trying to put a texture on my vbo, anybody happen to help me out because I can’t get it working. I’ve been looking at many examples, googled. But I can’t seem to find why it wont work.


private void rebuildVBO(int preX, int preY, int preZ) {
		FloatBuffer vCoords = BufferUtils.createFloatBuffer(12 * 6 * size * size * size);
		FloatBuffer cCoords = BufferUtils.createFloatBuffer(16 * 6 * size * size * size);
		FloatBuffer tCoords = BufferUtils.createFloatBuffer(02 * 6 * size * size * size);
		
		faceCount = 0;
		for(int x = 0; x < size; x++) {
			for(int y = 0; y < size; y++) {
				for(int z = 0; z < size; z++) {
					Block block = blockMap[x][y][z];
					
					if(block.isVisible()) {
						boolean[] faces = {
							true, true, true, true, true, true
						};
						
						int fNum = Block.countFaces(faces);
						if(fNum > 0) {
							vCoords.put(block.getVerticies(preX + x, preY + y, preZ + z, faces));
							cCoords.put(block.getColors(faces));
							
							tCoords.put(new float[] { 0f, 1f, });
							tCoords.put(new float[] { 1f, 1f, });
							tCoords.put(new float[] { 0f, 0f, });
							
							tCoords.put(new float[] { 1f, 0f, });
							tCoords.put(new float[] { 0f, 0f, });
							tCoords.put(new float[] { 1f, 1f, });
							
							faceCount += fNum;
						}
					}
				}
			}
		}
		
		vCoords.flip();
		cCoords.flip();
		tCoords.flip();
		
		glBindBuffer(GL_ARRAY_BUFFER, vId);
		glBufferData(GL_ARRAY_BUFFER, vCoords, GL_STATIC_DRAW);
		glBindBuffer(GL_ARRAY_BUFFER, 0);
		
		glBindBuffer(GL_ARRAY_BUFFER, cId);
		glBufferData(GL_ARRAY_BUFFER, cCoords, GL_STATIC_DRAW);
		glBindBuffer(GL_ARRAY_BUFFER, 0);
		
		glBindBuffer(GL_ARRAY_BUFFER, tId);
		glBufferData(GL_ARRAY_BUFFER, tCoords, GL_STATIC_DRAW);
		glBindBuffer(GL_ARRAY_BUFFER, 0);
	}


public void render() {
		glBindBuffer(GL_ARRAY_BUFFER, vId);
		glVertexPointer(3, GL_FLOAT, 0, 0);
		
		glBindBuffer(GL_ARRAY_BUFFER, cId);
		glColorPointer(4, GL_FLOAT, 0, 0L);
		
		glBindBuffer(GL_ARRAY_BUFFER, tId);
		glTexCoordPointer(2, GL_FLOAT, 0, 0);
		
		// Not sure if this is neccesariy?
		//glBindBuffer(GL_ARRAY_BUFFER, 0);
		
		glEnableClientState(GL_VERTEX_ARRAY);
		glEnableClientState(GL_TEXTURE_COORD_ARRAY);
		
		glBindTexture(GL_TEXTURE_2D, tex.id);
		glDrawArrays(GL_QUADS, 0, 4 * faceCount);
		glBindTexture(GL_TEXTURE_2D, 0);
		
		glDisableClientState(GL_VERTEX_ARRAY);
		glDisableClientState(GL_TEXTURE_COORD_ARRAY);
	}

Any help appreciated