TexUVData dissort

I got really close to rendering this texture to a quad and it’s not working right. HEre is my Vertex data:
EDIT: Sorry for the not so descriptive problem (was in a rush this morning). So I draw this texture using VBOs. This is just my vertex data I use to render it. Since I’m pretty new to LWJGL, do you know what I’m doing wrong to make the texture look this way?

 FloatBuffer vertexData = BufferUtils.createFloatBuffer(amountOfVertices * vertexSize);
        vertexData.put(new float[]{  -0.5f, 0.5f, 0,//LEFT BOTTOM
                				   	 -0.5f, -0.5f, 0,
                					  0.5f, -0.5f, 0,
                					  
                					  0.5f, -0.5f, 0,//RIGHT TOP
                				   	  0.5f, 0.5f, 0,
                					 -0.5f, 0.5f, 0,
});
        vertexData.flip();

Texture Data:

FloatBuffer textureUVData = BufferUtils.createFloatBuffer(amountOfVertices * 2); // amount of vertices * two texture coordinates per-vertex
        textureUVData.put(new float[]{0,1 , 0,0 , 1,0 , 1,1 /**/, 0,1 , 0,0 });
        textureUVData.flip();

Color Data:

FloatBuffer colorData = BufferUtils.createFloatBuffer(amountOfVertices * colorSize);
        colorData.put(new float[]{1, 1, 1, 1, 1, 1, 1, 1, 1, /**/1, 1, 1, 1, 1, 1, 1, 1, 1});
        colorData.flip();

The image drawn using this code.

http://i.minus.com/iydVAJMz77MX1.gif

As you may notice, it looks a bit odd compared to what it’s supposed to be:

http://i.minus.com/jOko05NGGwW8H.png