I have ported the android into a new platform where the glTexImage2D/glTexSubImage2D are very slow with 32-bit ARGB. To overcome with this, I replaced these calls with eglCreateImageKHR and glEGLImageTargetTexture2DOES in loadTexture function with the pixel data received from application layer. After the replacement I see the graphics drawings are not complete/ or with glitches (dark patches/lines like barcode) especially with animations.
Do I missing any GL initialisation or settings?
Can any one give inputs?