You need to export your model with texture coordinates from Blender (not a topic thats relevant here. Blenders tutorials should answer that for you). When converting to a .h (not sure what you used to do that) make sure you aren't skipping UV's/Texture Coordinates. Put them in an array too which I'll call SampleUVs.
You should add this just before you call glDrawArrays, after glVertexPointer:
glTexCoordPointer(3, GL_FLOAT, 0, SampleUVs);
That enables texture coordinates from the array SampleUVs. The 3 represents x,y,z texture coordinates (change to 2 for x,y only).
You also need to import the texture and bind it to a texture. I would suggest you properly read some tutorials on basic model loading and texturing. There are many around, although this is my favourite: