I believe that the only functions which require allocateDirect are the
gl*Pointer functions. A graphics driver will make it's own copy of the
image data passed in by glTexImage2D and therefore Java can safely
manage the image data passed into this function.

Also, if you use the current SDK you will either get a compile error
or a runtime warning (in logcat) if you pass an incorrectly allocated
ByteBuffer to an OpenGL function.

The following post has more information:
http://groups.google.com/group/android-developers/browse_thread/thread/9300b9d3017e8a23/fb7cd12efc92f0a4?lnk=gst&q=boody#fb7cd12efc92f0a4

--Jeff

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