Problems with Multi-Texturing

I have a strange problem with multi-texturing. I have a menu, and I have about 5 textures I use for that, all in bmp form and they all work without any problems. Then on my main scene (it’s a terrain editor btw) i have the terrain be a texture and I want to be able to use different textures for the different tiles. But, whenever I load the texture number, for example is texture[0] is grass and texture[5] is dust and I put:

glBindTexture(GL_TEXTURE_2D, texture[0]);

it loads the dust one, no matter what number i put in texture[i] it always loads the last one, being dust in this case, if grass was the last one it would load the grass. Anyone know why this is happening?

I’m not really sure about this, but I do think the Red Book mentions the texture name 0 being special in the way that it load a “default” texture. The thing that rings my bell is that I use texture name 0 for unbinding textures. Maybe, something went wrong with your call to GenTextures. Use a debugger and check out what values you really pass to glBindTextures.

thats if u use 0 for the texture ID
ie
glBindTexture(GL_TEXTURE_2D, 0);

xero r u using glGenTextures ?
if so post the texture loading code 9as long as its short)