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 -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en