Is this not the correct approach to asynchronous texture loading on Android?
> If EGLImage is not the recommended way,
EGLImages are still a good way of doing it - PBOs provide the same type of functionality in core OpenGL ES so you avoid a dependency on EGL providing the functionality. I was really just trying to point out that EGLImages are not the only option for asynchronous data transfer on current generation devices all three methods do much the same work at the end of the day - it is really just API nicety in terms of how you can access the functionality.
As Johnathan has mentioned as far as we are aware the EGLImage example in the SDK is still there, so have we answered your original question?
Regards, Pete
Sorry, apparently I hadn't signed up for notifications, so I didn't realize anyone had answered me. This is all great info. I think I confused the Linux SDK with the Android SDK, and I got worried that there's some issue with EGLImage -- my mistake.
I've tried context sharing before, but I'm under the impression that it isn't universally supported, and I still need to support OpenGL ES 2.0 for now. I'll be looking into PBOs for the future though.
Thanks to everyone for their thoughtful replies.