Oups...
That seems to work, but that doesn't work... In my previous post I made a 
syntax error in my vertex shader, so the shader was disable, that's why my 
texture was correctly displayed...

If I well understand, gl_MultiTexCoord0 contain the "per vertex texture 
coordinate 0" (I found that in OpenGL SuperBible 4th edition, table 15.3 page 
536). You tell me that the pipeline doesn't do the texcood transformation for 
me, OK.

So, I can't understand what the variable gl_TextureMatrix[0] contain.
Is it my texture image ?
If yes, in wich coordinate system (between 0 and 1 or between 0 and my texture 
size (512)) ?

I can't find answer to these questions nor in the OpenGL Super Bible, nor in 
the Orange book...

Thanks for your reply...

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