I have an Android application and, under certain situations, some, but not all, of our textures seem to become unbound. (That is, when I use glBindTexture and draw it, it is rendered as a blank texture)

I've tried looking for an error from glBindTexture, and tried using glGet with GL\_TEXTURE\_BINDING\_2D, but nothing has helped thus far.

Is there any way to discover if a texture name is still valid/pointing to valid data?

My last resort is to save some small amount of pixel data and then, when these events happen, bind and use glReadPixels and see if they're still there... But that seems really... non-optimal...

This is OpenGL ES 1.0/1.1.