VBO with multiple textures

It is possible to hold data about “what part of spritesheet i want to render” in floatbuffer? Right now i found only one way to change texture in one VBO:


glBindBuffer(GL_ARRAY_BUFFER, bufferId);
      
      glVertexPointer(3, GL_FLOAT, 5 << 2, 0); 
      glTexCoordPointer(2, GL_FLOAT, 5 << 2, 3 << 2); 
      glBindTexture(GL_TEXTURE_2D, texture.id);      
      glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
      glBindTexture(GL_TEXTURE_2D, texture2.id);
      glDrawArrays(GL_TRIANGLE_STRIP, 4, 4);



With this, i can change texture in one VBO, but i think its wrong solution, because i lose so much fps and i must to do it for each quad. So how i can change texture in one VBO?