This is what you code does a far as I can work out .. I would think you either get junk or a blank area using that code.
glEnable( GL_TEXTURE_2D ) and disable is deprecated and I tried a quick search and the most common answer was it does nothing even if implemented. Never used it and no idea what it does.
BYTE* pbyNewImageData = NULL;
pbyNewImageData = new BYTE[ CIRCLEWIDTH * CIRCLEHEIGHT * 3];
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glEnable( GL_TEXTURE_2D );
glGenTextures( 1, &m_glTexture[1] ); glBindTexture( GL_TEXTURE_2D, m_glTexture[1] ); glColorMaterial( GL_FRONT, GL_AMBIENT_AND_DIFFUSE ); glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB,
CIRCLEWIDTH, CIRCLEHEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, pbyNewImageData );
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, m_glTexture[1] );
glBegin( GL_QUADS );
glTexCoord2d( 0.0,0.0 );
glVertex2f( -0.8f, -0.8f );
glTexCoord2d( 1.0,0.0 );
glVertex2f( 0.8f, -0.8f );
glTexCoord2d( 1.0,1.0 );
glVertex2f( 0.8f, 0.8f );
glTexCoord2d( 0.0,1.0 );
glVertex2f( -0.8f, 0.8f );
glEnd();
SwapBuffers( m_hDeviceContextDC );
glDisable( GL_TEXTURE_2D );
delete[] pbyNewImageData;