I've been trying to come up with a good solution for preloading textures asynchronously, but in Android with OpenGL ES you cannot create a texture out of context.
Would the proper solution be to load up a ByteBuffer with data from my png image, then when I'm back on the render thread call glTexImage2D? What I don't understand is whether or not OpenGL will actually copy the buffer into it's own location, or directly access mine. The latter approach would be ideal.
Could anyone give me clarification?