how tu use (C)VA(R) with multi-texturing (ARB) ?

hi all !!

i have a simple program that lets me draw almost what i want (simple things however). It uses CVA, or VAR if any, otherwise it’s down to simple VA.
So, i use only arrays for storing my texture coordinates. But, for only one texture… you know glTexCoordPointer…

I would like to know if it’s possible to merge correctly (best as possible) vertex arrays with multitexturing using ARB.

I hope their’s something to do for it !

see the opengl spec (can be gotten from this site)

glCLinetActiveTexture( GL_TEXTURE0 );
glEnable( GL_TEXTURE_COORD_ARRAY );
glTexCoordPointer(…)
glCLinetActiveTexture( GL_TEXTURE1 );
glEnable( GL_TEXTURE_COORD_ARRAY );
glTexCoordPointer(…)
glCLinetActiveTexture( GL_TEXTURE2 );
glEnable( GL_TEXTURE_COORD_ARRAY );
glTexCoordPointer(…)