EDIT: SOLVED. Both glClientActiveTextureARB and glActiveTextureARB need to be called to set the current texture environment for the texCoord array.
I’m trying to put my heightmap in a vertex array instead of a display list but I can’t get the multitexture to work. Any ideas?
glColor4f(1,1,1,1);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glVertexPointer(3,GL_SHORT,0,&mesh_s[0][0][0]);
glEnable(GL_VERTEX_ARRAY);
glActiveTextureARB(GL_TEXTURE0_ARB);
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
glTexCoordPointer(2,GL_FLOAT,0,&texcoords[0]);
glEnable(GL_TEXTURE_COORD_ARRAY);
glBindTexture(GL_TEXTURE_2D, tex2d[4]);
glActiveTextureARB(GL_TEXTURE1_ARB);
glClientActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
glTexCoordPointer(2,GL_FLOAT,0,&texcoords[1]);
glEnable(GL_TEXTURE_COORD_ARRAY);
glBindTexture(GL_TEXTURE_2D, tex2d[2]);
glDrawElements(GL_TRIANGLE_STRIP, 512*2, GL_UNSIGNED_SHORT, &mesh_index[0]);
glDisable(GL_TEXTURE_2D);
glActiveTextureARB(GL_TEXTURE0_ARB);
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_VERTEX_ARRAY);