4 textures component with multitex?

Can anyone tell me why this isnt working.
The texture is streched to the 3rd vertex.

glBegin(GL_TRIANGLES);

glColor4ubv((void*)&pPrim->Color);

glMultiTexCoord4fARB(GL_TEXTURE0_ARB, 0.0f, 0.0f, 1.0f, 1.0f);
glMultiTexCoord4fARB(GL_TEXTURE1_ARB, 0.0f, 0.0f, 1.0f, 1.0f);
glVertex3f(0.0f, 200.0f, 0.1f);

glMultiTexCoord4fARB(GL_TEXTURE0_ARB, 1.0f, 0.0f, 1.0f, 1.0f);
glMultiTexCoord4fARB(GL_TEXTURE1_ARB, 1.0f, 0.0f, 1.0f, 1.0f);
glVertex3f(200.0f, 200.0f, 0.1f);

glMultiTexCoord4fARB(GL_TEXTURE0_ARB, 1.0f, 1.0f, 1.0f, 1.0f);
glMultiTexCoord4fARB(GL_TEXTURE1_ARB, 1.0f, 1.0f, 1.0f, 1.0f);
glVertex3f(200.0f, 0.0f, 0.1f);

glEnd();

Somes texts I did:
GL_TRIANGLES + glMultiTexCoord2fARB = ok
GL_QUADS + glMultiTexCoord4fARB = ok
but
GL_TRIANGLES + glMultiTexCoord4fARB = weird texture stretch.

With identical coordinates that seems weird.

You have the third paramteter set to 1.0. What happens if you always set r = 0.0 and q = 1.0 in (s,t,r,q)?
What’s in the texture matrices?
Which hardware do you use?

it’s the weird effect with r = 0.0 and q = 1.0 and I use a TNT2

Does anyone ever try to do multitexturing with 4 components texcoord?