Texture Binding with gldrawarrays

I’m having a bit of trouble and can’t seem to find the issue.
I’ve been going off of NeHe’s tutorials mostly (minus using glaux of course) but i wanted to switch from glbegin/end to gldrawarrays but I cant seem to get it right

here’s my draw function

 int DrawGLScene(GLvoid)
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glOrtho(0, WinData.Size.x(), WinData.Size.y(), 0,-1.0f, 1.0f);

	glTranslatef(pos.x(),pos.y(), 0.0f);

	GLfloat vertices[] = {0,0,spriteSize.x(),0,spriteSize.x(),spriteSize.y(),0,spriteSize.y()};
	GLfloat texVertices[] = {0,0, 1,0, 1,1, 0, 1};

	glEnableClientState(GL_VERTEX_ARRAY);	

	glBindTexture(GL_TEXTURE_2D, texture[0]);
	glVertexPointer(2, GL_FLOAT, 0, vertices);
	glTexCoordPointer(2, GL_FLOAT, 0, texVertices);
	glDrawArrays(GL_QUADS, 0, 4);

	glDisableClientState(GL_VERTEX_ARRAY);

All i get is a black, blank texture…On the other hand…this code works:


	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f); glVertex3f(0.0f, 0.0f,  1.0f);
		glTexCoord2f(1.0f, 0.0f); glVertex3f( spriteSize.x(),0.0f,  1.0f);
		glTexCoord2f(1.0f, 1.0f); glVertex3f(spriteSize.x(),spriteSize.y(),  1.0f);
		glTexCoord2f(0.0f, 1.0f); glVertex3f(0, spriteSize.y(),  1.0f);
	glEnd();

Any help would be awesome, thanks

Add it too:

glEnableClientState (GL_TEXTURE_COORD_ARRAY_EXT);

thanks that worked =D
what does array_ext do exactly?

GL_TEXTURE_COORD_ARRAY:

If enabled, the texture coordinate array is enabled for writing and used for rendering when glDrawArrays or glDrawElements is called. See glTexCoordPointer.

from:
http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/enableclientstate.html