I am developing for Android using opengl/egl. My app requires a second context for loading textures from a second thread.
My code works fine on android 2.3, but when
Ah, something I actually know something about. ;) [Having spent best part of 5 years working on various EGL implementations].
I'm pretty certain your surface
is a different format to the actual display surface. I'm not sure exactly WHAT the difference would be, or what you need to change. EGL_DEPTH_SIZE perhaps? You could try enumerating the modes that are available and see if any look "likely". I know, it's a bit of a pain, but I've been there done that a few times in the past - with the difference that I could usually look through the EGL source code and figure out what I'd done wrong... ;)