I asked a question about this earlier but received no responses, so I’m trying again.
I need to do a rendered 2D picture with some accompanying labels and graphics on a Motorola Xoom, Android 3.0. Although what I need can be done with just a SurfaceView (Canvas) or just a GLSurfaceView, I would really like to use both because the rendering is faster with the GLSurfaceView, and the labeling and graphics are easier with the SurfaceView. The visual layout is as shown below.

I tried to put the SurfaceView on top by declaring it in the layout XML after the GLSurfaceView. The SurfaceView is transparent (except for where I explicitly draw stuff) so that the GLSurfaceView can still be seen.
This approach has worked pretty well with one huge exception. Anything that I draw on the SurfaceView that is in the GLSurfaceView region does not show up at all. To verify this I drew some text that was right on the boundary (some in the shared region, some just in the SurfaceView region), and it was chopped off at the GLSurfaceView boundary. I have tried using the “bringToFront” method to fix this, but it hasn’t worked.
Can anyone give me some ideas on why this isn’t working or what I can do about it? Is it that the GLSurfaceView is in front, or is that the GLSurfaceView writes directly to the video memory, so it doesn’t matter if something is in front of it?
The way SurfaceViews work will make it impossible to do what you want. You will have to render your text inside the GLSurfaceView.