   how to disable multi texturing?
  i added some multi texturing:glActiveTextureARB(TextureLayer[Layer]);glEnable(GL_TEXTURE_2D);glBindTexture(GL_TEXTURE_2D, texture1);glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, BlendFunction);but after using it i wanted to use some normal textures.i tried looping throught all the texture units and disable them by:for (i = 0; i < MAX_TEXTURE_UNITS; i++){glActiveTextureARB(TextureLayer);glBindTexture(GL_TEXTURE_2D, NULL);glDisable(GL_TEXTURE_2D);}but still, when i try to set a normal texture ona mesh with:glEnable(GL_TEXTURE_2D);glBindTexture(GL_TEXTURE_2D, texture);the mesh has no texture. i think this happens because im still 'on' the last texture unit (because of the glActiveTextureARB above), so i basically active that texture unit again or something like that.  so how do i get free from beeing on multi texturing and return to use a single normal texture??thanks.
  There's non difference between multi texturing and single texturing, other than the number of texture units you have enabled. There's no way to explicitly disable it, since it's really just a concept, where single texturing is just one of the cases covered by multi texturing.So, to get a single texture on the first texture unit, then that is the settings you need to use. That is, make sure other texture units are disabled and the first one is activated.   ;  ahh cool, now i get it.  glActiveTextureARB(TextureLayer[0]); fixed the problem.thanks  :)[Edited by - TheNess on January 23, 2009 12:43:17 PM];  Because you're replacing the pixel color with the texture color, and you should be modulating (GL_MODULATE).   ;  yeah i just got it myself and edited my post but you already answered.thanks  :)   