Hi there. I'm having a similar issue.Like the original poster, I create the FBO, bind it to a texture, check the status to make sure it's framebuffer complete, then set it to the rendering buffer, call drawelements, and I get GL_INVALID_FRAMEBUFFER_OPERATION error. Bit of a mystery since I check the completeness status on the line immediately prior to the draw call.
Do the settings on the texture object matter, e.g. repeat/linear/reflect. Does Mali require me to specify a depth or stencil buffer? Does it require an alpha channel?
This code works on Tegra2 and Adreno 205. Not sure why Mali doesn't like it. I've also noticed that this graphics unit seems to have trouble with the first texture write to the display. I'll have to go into that in detail in another thread when I'm ready to deal with it.