I\'m writing a graphically intense game for the Nexus One, using the NDK (revision 4) and OpenGL ES 2.0. We\'re really pushing the hardware here, and for the most part it works
FWIW, I hit this issue recently while developing on Android 2.3.4 using GL ES 2 on a Samsung Galaxy S.
The issue for me was a bug in my glDrawArrays call - I was rendering past the end of the buffer, i.e. the "count" I was passing in was greater than the actual count. Interestingly, that call did not throw an exception, but it would intermittently result in the issue you described. Also, the buffer I ended up rendering looked wrong so I knew something was off. The "CPU may be pegged" thing just made it more annoying to track down the real issue.