disabling fragment shader within multipass

I have a glut-based application whose display method looks like this:

my_glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB,myProgram);
glEnable(GL_FRAGMENT_PROGRAM_ARB);

// draw stuff using fragment program 
// ...

my_glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB,0);
glDisable(GL_FRAGMENT_PROGRAM_ARB);

// draw stuff not using fragment program
// ...

but everything is drawn via the fragment program - can I disable it between individual passes of a multipass render, and if so how?

Yes you can disable fragment programs between passes.
Yes your code looks like it should work.
We need more information if you want more help. (preferably a example program to download)

Just remember to use fstransform() or alternative if you mix shaders and ffp.

Thanks both - the salutary exercise of compiling a minimal test case has shown me that my initial analysis was quite wrong and it’s actually a texturing problem!