OpenGL is insanely complicated. In the process of trying to make a game I first attempted to tackle both the ndk and OpenGL in one fell swoop, which wasn't a very good idea at all. I then narrowed my focus upon trying to render something using GLSurfaceView. I found that OpenGL comes with a core package, but each implementation can support any of many extensions to that core. Here's a good (incomplete) reference when trying to determine which phones support which extensions. I personally haven't come to a point where I know enough to even try to do something that requires this information, but here it is. http://stackoverflow.com/questions/2093594/opengl-extensions-available-on-different-android-devices The above-linked forum doesn't mention the DroidX, my development phone, so here is its list.
GL_OES_byte_coordinates GL_OES_fixed_point GL_OES_single_precision GL_OES_matrix_get GL_OES_read_format GL_OES_compressed_paletted_texture GL_OES_point_sprite GL_OES_point_size_array GL_OES_matrix_palette GL_OES_draw_texture GL_OES_query_matrix GL_OES_texture_env_crossbar GL_OES_texture_mirrored_repeat GL_OES_texture_cube_map GL_OES_blend_subtract GL_OES_blend_func_separate GL_OES_blend_equation_separate GL_OES_stencil_wrap GL_OES_extended_matrix_palette GL_OES_framebuffer_object GL_OES_rgb8_rgba8 GL_OES_depth24 GL_OES_stencil8 GL_OES_compressed_ETC1_RGB8_texture GL_OES_mapbuffer GL_OES_EGL_image GL_EXT_multi_draw_arrays GL_OES_required_internalformat GL_IMG_read_format GL_IMG_texture_compression_pvrtc GL_IMG_texture_format_BGRA8888 GL_EXT_texture_format_BGRA8888 GL_IMG_texture_stream GL_IMG_vertex_program
There is precious littlle information on the internet detailing how to use OpenGL ES within the android environment, so I've spent a lot of time flailig around from website to website. There are, however, two incredibly useful references available. The first is the source code of the samples included with the android SDK, this is invaluable. The second is the book <i>Pro Android 2</i> chapter 10, programming 3D graphics with OpenGL. It doesn't cover more than a few api calls, but it helped walk me through all the terminology and crazy parameters. I highly recommend reading this chapter if you're new to OpenGL.
Also the apps-for-android SpriteMethodTest is apparently a good place to look for OpenGL help. http://code.google.com/p/apps-for-android/
In case you haven't noticed, most of what I'm posting here is a tab dump that I can look back upon later. In order to make that more explicit, here's a fun game that lets you play around with particle physics. Every time I move to this tab I lose about an hour of time. http://www.notdoppler.com/frame/639.html