So it's simple: you have a queue of images, displayed on a horizontal bar. The last and the first images are 'tied' so it's a never ending scroll in left and right directions. You cand achieve this in many ways.. A possible solution that comes into my mind right now could be:
You load all your pictures in a vector of images, let's say:
Images  pictures;
then you use an index variable that represent the current picture:
All you have to do is show 3 pictures: left picture, current picture, right picture. When you swipe the screen you translate the pictures, then after the translation is completed you update the value of currPicture by +1 for left swipe (must be increased if the next picture to be seen must be from right direction, in opposite direction to the swipe) or -1 for right swipe. Attention must be paid at the limits of the pictures vector:
- if currPicture is the last picture, show picture on the right
- if currPicture is 0, show last picture on the left
To avoid these limit problems perhaps it should be better to use a double linked queue structure.
You must create a new class for your picture:
public Image imgImage;
public MyPicture leftPicture;
public MyPicture rightPicture;
The first member is the picture itself, while the last members are references to the left and right pictures. So at the initialization, we create a vector of MyPictures, then we parse this vector and create all the links between them, taking care of course at the edges of the vector. The currentPicture variable must be now a MyPicture object. After this, we simply draw the current MyPicture and it's neighbours (using the 2 links). If the user swipes, the next picture is easly obtained using one of the 2 references, left or right.
You could implement this easier with Canvas than with OpenGL, i guess. Hope this helps.