MultiTexture & glDrawArrays

When I try to draw another object after this
it crashes:

GLenum texture = GL_TEXTURE0_ARB;
for (int i=0; i<m_iNumOfTextures; i++)
{
glClientActiveTextureARB( texture );
glTexCoordPointer( 2, GL_DOUBLE, 0, m_prgdTCarray[i]);
texture++;
}
glDrawArrays( GL_TRIANGLES, 0, m_iNumOfFaces*3);

it seems that glClientActivateTextureARB activates something that I don’t know how to disactivate…
Anyone knows?