I was playing around with this some more and I found out, that the tex_coords I pass to the shader are always (0,0) no matter what.
this is the way I am drawing the VBO's:
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, data_vbo_id);
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, index_vbo_id);
GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
GL11.glEnableClientState(GL11.GL_TEXTURE_COORD_ARRAY);
GL11.glVertexPointer(3, GL11.GL_FLOAT, vertex_stride, vertex_pointer);
GL11.glTexCoordPointer(2, GL11.GL_FLOAT, tex_coord_stride, tex_coord_pointer);
GL11.glDrawElements(GL11.GL_TRIANGLES, number_of_indices, GL11.GL_UNSIGNED_BYTE, first_index_id);
Am I doing anything wrong with the drawing maybe?