So that's why you were wanting that ;o)
Ok then, so: If i rendered the scene to a texture, in full resolution, THEN, applied the texture to a sprite, and moved the sprite away from the camera, or scaled it, the resulting mipmap would do what i need, by blurring and decreasing it's size? Then all i would need to do is read the small area in the centre of the screen for colour information?
I will need to do some tests on that...
Ok then, so: If i rendered the scene to a texture, in full resolution, THEN, applied the texture to a sprite, and moved the sprite away from the camera, or scaled it, the resulting mipmap would do what i need, by blurring and decreasing it's size? Then all i would need to do is read the small area in the centre of the screen for colour information?
I will need to do some tests on that...