yes! i have reached the answer on my own:
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_SUBTRACT);
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, mask);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_SUBTRACT);
glActiveTexture(GL_TEXTURE2);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture_open);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glEnable (GL_BLEND);
glBegin(GL_QUADS);
glMultiTexCoord2f(GL_TEXTURE0, 0.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE1, 0.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE2, 0.0, 0.0);
glVertex3f(-0.7, 0.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE0, 1.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE1, 1.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE2, 1.0, 0.0);
glVertex3f(0.7, 0.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE0, 1.0, 1.0);
glMultiTexCoord2f(GL_TEXTURE1, 1.0, 1.0);
glMultiTexCoord2f(GL_TEXTURE2, 1.0, 1.0);
glVertex3f(0.7, 2.6, 0.0);
glMultiTexCoord2f(GL_TEXTURE0, 0.0, 1.0);
glMultiTexCoord2f(GL_TEXTURE1, 0.0, 1.0);
glMultiTexCoord2f(GL_TEXTURE2, 0.0, 1.0);
glVertex3f(-0.7, 2.6, 0.0);
glEnd();
glDisable(GL_BLEND);
glActiveTexture (GL_TEXTURE2);
glDisable (GL_TEXTURE_2D);
glActiveTexture (GL_TEXTURE1);
glDisable (GL_TEXTURE_2D);
glActiveTexture (GL_TEXTURE0);
glDisable (GL_TEXTURE_2D);
in the mask image i have replaced the black with white and the white with trasparency