To begin with, I know how to use multitexturing to produce lightmapped textured polygons.
What I’m trying to do is making lightmapped textured polygons PLUS reflection mapping.
Just a guess, but most graphics cards support only 2 textures at once. That could be the cause of the problem.
Or it could be because of the way you are using the blend mode on the final texture.
I’m not sure, but I think that the GL_BLEND texture blend mode modulates the current texture with a constant color and then applies it. This would mean that you are modulating your reflection map with the color white and then applying it on top of the other textures, which would look the same as what you describe. Even if it modulates the texture by the blend color and then blends the result with the previous texture, using a alpha value of 1 would still mess that up (I think).
Maybe try to put the transparency into the reflection map as an alpha channel set to about 50% transparency, and use the GL_DECAL texture environment.
ACtually, I have a GeForce2/64M, so it should
have 4 Textures Unit, so I think this is not the problem.
For the TEX_ENV mode, I tried with DECAL, BLEND, REPLACE (just to say : I tried), even tried with GL_ADD (as ARB_texture_env_add is supported). No way !
I searched for some example code, but all tutorials are showing the easy lightmap (2 texture units only).