VertexArrays & Multitexturing...

Hi!
I´m having trouble to get Multitexturing working with my Vertex Array. Only my first Texture is displayed…
Here´s my code:
Initializing:

  glEnableClientState(GL_VERTEX_ARRAY);
  glEnableClientState(GL_NORMAL_ARRAY);
  glEnableClientState(GL_COLOR_ARRAY);
  

  glClientActiveTextureARB(GL_TEXTURE0);
  glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  glTexCoordPointer(2,GL_FLOAT, 0, textureData);

  glClientActiveTextureARB(GL_TEXTURE1);
  glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  glTexCoordPointer(2,GL_FLOAT, 0, textureData2);

  glColorPointer(3,GL_FLOAT, 0, colorData);
  glNormalPointer(GL_FLOAT, 0, normalData);
  glVertexPointer(3, GL_FLOAT, 0, pointData);

Rendering:

  	glActiveTextureARB(GL_TEXTURE1_ARB); 
  	glEnable(GL_TEXTURE_2D);
  	texture_1.Specify(); //My class....the same as glBind....
  	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  	glActiveTextureARB(GL_TEXTURE0_ARB); 
  	glEnable(GL_TEXTURE_2D);
  	texture_2.Specify();
  	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
  	glDrawElements(GL_TRIANGLE_STRIP,MAP_DIMENSION*2,GL_UNSIGNED_INT,indices);	

  	glActiveTextureARB(GL_TEXTURE1_ARB); 
  	glDisable(GL_TEXTURE_2D); 
  	glActiveTextureARB(GL_TEXTURE0_ARB); 
  	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

Someone sees the mistake??
Thanks in advance.

[This message has been edited by TheBlob (edited 06-01-2002).]

Like having the DrawElements in the middle instead of after the second texture units settings?

Are you sure the texture is loaded properly? Remember, a typical symptom of an erroneous texture is a solid white image–which when combined with GL_MODULATE will make it seem as though no image has been applied at all.

Ok, thanks so far…
I´ve got it working now. The Problem was bad textures!