Texture map problem with GL_ELEMENT_ARRAY_BUFFER

I am texture mapping a pyramid and the end result is a solid colored pyramid instead of the pixels from the picture i use:

[ATTACH=CONFIG]1753[/ATTACH]

My code (see any errors?):


    float pyramid[] = {
        0.0f,  1.0f,  0.0f, /* top          */   0.5f, 0.7f, // texmap
       -1.0f, -1.0f,  1.0f, /* left front   */   0.0f, 0.0f,
        1.0f, -1.0f,  1.0f, /* right front  */   1.0f, 0.0f,
       -1.0f, -1.0f, -1.0f, /* left back    */   1.0f, 0.0f,
        1.0f, -1.0f, -1.0f, /* right back  */    0.0f, 1.0f,
    };




    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), 0);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)3);
    glEnableVertexAttribArray(1);




    glGenTextures(1, &texture);
    //glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, texture);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex_width, tex_height, 0, GL_RGB, GL_UNSIGNED_BYTE, tex_data);

    //glGenerateMipmap(GL_TEXTURE_2D);
    stbi_image_free(tex_data);

    //glUniform1i(usampler, 0);





//rendering:

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    //glActiveTexture(GL_TEXTURE0);

    glBindTexture(GL_TEXTURE_2D, texture);
    glBindVertexArray(vao);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); // necessary because before glutmain I disabled it
                                                // glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    glDrawElements(GL_TRIANGLES, 18, GL_UNSIGNED_INT, 0);

Got the problem. Forgot to multiply the vertex attrib pointer by sizeof(float).