Weird Problem

Something wicked is going on in this crazy world : )
why would a glBindTexture affect a simple

glBegin(GL_POINTS)
glVertex2d(…);
.
.
.
glEnd();

in a way that that the points simply aren´t renderized ??
Problem 2-
it also happens that no matter what initialization i do …one section of GL_QUADS is not texturized … i set up the multitexturing enviroment with (i.e for 2 texture units)

glActiveTextureARB(GL_TEXTURE0_ARB);
glBindTexture(GL_TEXTURE_2D,Texture[0]);
glEnable(GL_TEXTURE_2D);

glActiveTextureARB(GL_TEXTURE1_ARB);
glBindTexture(GL_TEXTURE_2D,Texture[1]);
glEnable(GL_TEXTURE_2D);

and for the texture renderization i use the oldie

glMultiTexCoord2fARB or glMultiTexCoord2fvARB

so my friends …what could be wrong ??
ohh and yes i´m using flTexGen and glTexParam and stuff to correct generate the textures …
help me please : )

Problem 1: Do a glDisable (GL_TEXTURE_2D) before you draw your points and see what happens.

Problem 2: No idea. Try glClientActiveTextureARB() instead of glActiveTextureARB().

both problems solved…
stupid 1:00 AM copy and paste mistake : )