You're not overriding your vertex data this way (or at least: shouldn't be)
Thank you, that was indeed my problem (stupid mistake, if you think about it
). Everything works like a charm now.
At any rate, the GL_ARRAY_BUFFER_ARB usage you mentioned secondly is the correct usage, not GL_COLOR_ARRAY_BUFFER_BINDING_ARB. Why do you think this is incorrect?
I guess I was a bit confused with the "glEnableClientState()"-method where they explicitly use different states, like "GL11.GL_TEXTURE_COORD_ARRAY" and "GL11.GL_COLOR_ARRAY".
Thanks again for the help!