Just disable the texture units you don’t need. What you call normal texturing is nothing more than a special case of multitexturing, where only one texutre unit is enabled.
even if I do ‘glDisable(GL_TEXTURE0_ARB)’ everything in my scene that isn’t suppose to be multitextured still screws up, some textures default to a black texture while others go dark and screw the texture coordinates.
Here is some pseudocode that I am attempting to run:
draw normal non-multitexed items
draw multitexed items
draw normal non-multitexed items (again)
Am I suppose to still keep using the texture coordinate system (when setting the texel locations on the texture) that I use for multitexturing ‘glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0f, 1.0f)’ or can I go back to using the standard one ‘glTexCoord2f(0.0f, 1.0f)’.