I have no idea what your error is but looking at your vertex attrib code things look to be wrong
You have
GL20.glVertexAttribPointer(0, positionFloatCount, GL11.GL_FLOAT, false,vertexFloatSizeInBytes, 0);
int byteOffset = floatByteSize * positionFloatCount;
GL20.glVertexAttribPointer(1, positionFloatCount, GL11.GL_FLOAT, false,vertexFloatSizeInBytes, byteOffset);
I don't think you understand the variables here
The first parameter is the id which you reference in your shader. You have the right values here.
The second parameter is the size of the parameter, in your case this is 3 for the vertex (x,y,x) and 2 for the texture coordinate (s,t), you have the positionFloatCount and this is wrong.
The third parameter describes the the type for the data, you have the right value here.
The forth parameter says whether you want to normalise the data (which you don't most of the time)
The fifth parameter is the offset which says where in the data to start finding this data. It looks to me that vertex data starts at 0 and the texture coordinates start at 9 because your data is tightly packed. If it wan't tightly packed you you provide the offset for where the data is per stride.
The sixth parameter is stride, if the data is tightly packed then this should be 0 (Tightly packed = V V V T T T (V=Vertex T=Tecture Coordinate), non tightly packed would be V T V T V T)
So I'd change
GL20.glVertexAttribPointer(0, positionFloatCount, GL11.GL_FLOAT, false,vertexFloatSizeInBytes, 0); to
GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false,0, 0);
and
GL20.glVertexAttribPointer(1, positionFloatCount, GL11.GL_FLOAT, false,vertexFloatSizeInBytes, byteOffset); to
GL20.glVertexAttribPointer(1, 2, GL11.GL_FLOAT, false,9, 0);