While there are many samples around about using OpenGL ES on Android all of them seems to be incorrect (even ones come with Android SDK/NDK) in respect to initialization/termina
eglTerminate() and eglInitialize() are reference counted so it's okay for each "component" to invoke them. On Android 3.0 in particular, it is very common to have several OpenGL contexts in the same app, and there is no problem whatsoever with EGL.