   ClientActive and TexCoordPointer (solved)
  Below is my case. Once I bind the 2nd set of multi texture coordinates, the first ones are all 0. The 2nd set does still work though.I have NO idea what this could be. Do I typically need to do glActiveTexture/ glEnable, glBind? I have no idea why it would screw up the data before it.glClientActiveTexture(GL_TEXTURE1);glTexCoordPointer(4, GL_FLOAT, 0, (void*)(sizeof(GL_FLOAT)*3*3*2*duplicated_number_verts));glClientActiveTexture(GL_TEXTURE2);glTexCoordPointer(4, GL_FLOAT, 0, (void*)(sizeof(GL_FLOAT)*3*3*2*4*duplicated_number_verts));*Solution*Client States are per-texture unit.glClientActiveTexture(GL_TEXTURE1);glEnableClientState(GL_TEXTURE_COORD_ARRAY);glTexCoordPointer(4, GL_FLOAT, 0, (void*)(sizeof(GL_FLOAT)*3*3*2*duplicated_number_verts));glClientActiveTexture(GL_TEXTURE2);glEnableClientState(GL_TEXTURE_COORD_ARRAY);glTexCoordPointer(4, GL_FLOAT, 0, (void*)(sizeof(GL_FLOAT)*3*3*2*4*duplicated_number_verts));[Edited by - dpadam450 on June 23, 2009 3:01:20 AM]
  Do you enable the arrays fore each texture unit as well. I only see you set the pointer for each texture unit.   