SDL and multitexturing problem

SDL keeps crashing when I use multitexturing.
Here is a code segment:

PFNGLACTIVETEXTUREARBPROC glActiveTextureARB = NULL;
PFNGLMULTITEXCOORD2FARBPROC glMultiTexCoord2fARB = NULL;
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glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC) wglGetProcAddress(“glActiveTextureARB”);
glClientActiveTextureARB= (PFNGLCLIENTACTIVETEXTUREARBPROC) wglGetProcAddress (“glClientActiveTextureARB”);
glActiveTextureARB(GL_TEXTURE0_ARB);
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glActiveTextureARB(GL_TEXTURE0_ARB);
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, 2);

glActiveTextureARB(GL_TEXTURE1_ARB);
glClientActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, 1);

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glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 1.0f, 1.0f); <- crashes on this call.

I’m useing the newest sdl under windows 2000 with a geforce2.

Thanks for any inseight anyone can provide.

it looks as though you didn’t get the address of glMultiTexCoord2fARB with wglGetProcAddress, at least your posted code doesn’t have a line to do it.

DOH! I guess that would explain why it errored when I used it.

Thanks a lot for the help, I guess I just kept missing it when I was going through the code.