multipass rendering on G400

i tested environment mapping source used gltexenv function.
i use multi pass rendering.
first i draw object attached normal texture ,then draw object attatched bleded reflection map.
some video cards Matrox-G400 and software render only have problem multipass rendering.

my render source:
glPushMatrix();
gTexExample.Use(); // Tells OpenGL to use this texture.
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGenf(GL_S,GL_TEXTURE_GEN_MODE,GL_OBJECT_LINEAR);
glTexGenf(GL_T,GL_TEXTURE_GEN_MODE,GL_OBJECT_LINEAR);
glDepthFunc(GL_LESS);
glDisable(GL_BLEND);
glColor3f(0.5,0.5,0.5);
draw3DObj();
glTexGenf(GL_S,GL_TEXTURE_GEN_MODE,GL_SPHERE_MAP);
glTexGenf(GL_T,GL_TEXTURE_GEN_MODE,GL_SPHERE_MAP);
glDepthFunc(GL_LEQUAL);
glEnable(GL_BLEND);
gTexExample2.Use(); // Tells OpenGL to use this texture.
glColor3f(1.0,1.0,1.0);
draw3DObj();

You are not telling gl which blend function to use with glBlendFunc(…) on the second pass.
This may be causing problems if the blend function is set to something inappropriate.

Originally posted by MrFSAA:
You are not telling gl which blend function to use with glBlendFunc(…) on the second pass.
This may be causing problems if the blend function is set to something inappropriate.

i initialized glBlendFunc(GL_SRC_ALPHA,GL_ONE); before rendering function call.

Originally posted by hojin:
[b]
i initialized glBlendFunc(GL_SRC_ALPHA,GL_ONE); before rendering function call.

[/b]

I Solved this Problem last night.
problem is depth buffer.
i used 32bit depth buffer last version. so
i get the depth buffer value by glget(GL_DEPTH_BIT).