There are several ways to support text in OpenGL itself, and we are not committing to any of them at this time.
We are supporting text in the form of an overlay view that displays standard Android TextView widgets. This represents both statically-located text outside the gameplay view (e.g. score) and dynamically-located text. The benefit here is you can use the standard Android animations to make text fade in and out, etc.
The RenderService provides the project and unproject methods, so you are able to transform coordinates between the model and screen.
This makes it pretty easy to create a layout that includes both a GL surface view and other visual elements together.
This interface represents the environment "outside" OpenGL from a UI perspective.
Because of this, the implementation of GameHost must be invoke-safe on the UI thread if it interacts with Android UI elements.