For what it's worth, I started having the identical problem this
evening, after changing my app to use API4 instead of API3 (where the
glGenTextures() was working fine)

Now I get the exact same list of goofy texture Ids when I use my phone
(Droid 2.1), but it's fine in the emulator.

At first I thought maybe it was unhappy with an int[] and really was
starting to insist on an IntBuffer, but nope...

Now, API4 brings GL11 to play, and I am still using all the GL10
constants, and

        setDebugFlags( DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS );

(which I also turned on this evening) is still giving me some other
complaints... so I am going to work through those in the emulator and
see if it fixes the glGenTextures() on its own.  The emulator is just
so painfully slow in GL, it's sort of a drag :-)

And I really don't want to have to sift through for positive
values....  my code is all clean and neat at the moment and I hate to
bend it in that way...

- Dan

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