I use the correct compile method, but I think my problem is vertixes having multiple texture coordinates.
Let's say i want to write the letters A and Z, A has texture coordinate(u(0.00->0.1), v(0.0->0.1) and Z has (u(0.9->1.0), v(09->1.0).
Then 2 of the vertixes will have both coordinates for A and Z
My current solution (not pretty) is to double the number of squares and only use one out of two.
I'll post some code later I someone else is having the same problem and maybee some of the experts can tell me how stupid the code is