So I've given up plans of sussing the most predominant colours in a stream of texture, due to lack of overhead here. In an attempt to keep my patch as light on cpu as possible I was wondering if we can do "ReadPixels(100, 100, sizei 1, sizei 1"... etc etc. - basically what I am looking to do is to sample colours from the framebuffer.
Alternatively: What is the cheapest way of sampling colours from a texture?
I have very little experience in doing direct GL calls, and I'd really appreciate any pointers you may have.