Thanks for your suggestions, but that did not help.
Now I've tested the new Qt 5.3 version on a real Samsung Galaxy S3 and it works really well! I'm quite impressed to see such good results in these early developments of Qt in Android.
With the new version I realised that my OpenGL shader program did not compile under android as I was using floating points without the ".0". Eg:
@ vec3 light_Position = vec3(0,0,0); // wrong
vec3 light_Position = vec3(0.0,0.0,0.0); // right@
Before I was not getting any complaints about my shader program from the android device.
I found a couple problems:
1- The virtual android devices do not work with OpenGL (OpenGL cannot be initialised). I had to test with the real device. Every compile test also takes quite a while...
2- If I use a toolbar located at the top, the OpenGL screen is not shifted accordingly: the top screen is blocked and I have a dark spot at the bottom. However, a quick fix is to place the toolbar is at the bottom. My program uses OpenGL mixed with Widgets as in "THIS EXAMPLE":http://doc.qt.digia.com/qq/qq26-openglcanvas.html I do not know if this can have an effect. Also the toolbar does not work very well when a drop down button is pressed.
Still... I'm quite impressed with the new version :)