Multitexturing Question

To properly get back to single texturing, you need to do this

glActiveTextureARB(GL_TEXTURE1_ARB);         //switch to second texture unit
glDisable(GL_TEXTURE_2D);      //this will disable texturing and blending on this unit
glActiveTextureARB(GL_TEXTURE0_ARB);      //switch back to the first unit, so you can properly bind other textures

Excellent, thanks… i thought it was something like that but i disable for both texture units and not just for 1… oh well… always stupid bugs like that that are the hardest to find, thanks