Texture matrix problem?

Ok, I’m using GL_ARB_multitexture with 2 textures.

I want #1 to rotate around, so I use the texture matrix.
But, when I reset the matrix with glLoadIdentity() for #2 (after switching to #2), I get a low resolution image (like a 16x16 or 32x32 mipmap from a 256x256 image).

The weird part is if I do nothing to the matix (glRotatef(0,0,0,1) for example), it works like I want it to… And if I remove #1’s glRotatef everything diappears until I take out #2’s as well

What’s going on??