Finally got the parallax background drawing correctly (not that you can see it in this static dribbble).
There was a whole of lot relative maths to wrap my head around (the size of the parallax background is relative to the size of the level, the position of parallax background is relative to the position of the camera, etc).
On top of that the dimensions of textures in OpenGL must be powers of two so I had to reconcile the fact that a texture has to be 256 (or 512) pixels wide or tall versus the 240x160 screen resolution I'm targeting.
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