Thanks for your help. Unfortunately that didn't do the trick. Here's what I'm basically doing in onDrawFrame, hopefully it's enough for some insight;
sprite.build(false); //called much earlier outside of onDrawFrame
//inside onDrawFrame
quadUVs = animationTexture.getCurrentQuadUVs(); //my own class, the UVs come back correct every frame
tex1 = new TextureInfo(
TextureManager.getInstance().getTextureID( "spritetex" ),
quadUVs.u1, quadUVs.v1, quadUVs.u2, quadUVs.v2,
quadUVs.u4, quadUVs.v4 );
tex2 = new TextureInfo(
TextureManager.getInstance().getTextureID( "spritetex" ),
quadUVs.u2, quadUVs.v2, quadUVs.u3, quadUVs.v3,
quadUVs.u4, quadUVs.v4 );
sprite.getPolygonManager().setPolygonTexture( polyIdOffset,
tex1 );
sprite.getPolygonManager().setPolygonTexture( polyIdOffset + 1,
tex2 );
sprite.touch();
...I only ever see the first frame, unless I forcibly skip it, then I see the second. I know the screen is updating as I can see a framerate blit I have going.