First, my apologies for the lack of updates on the software. I realise the hardware is outdated by now, so the userbase might not be that big anymore.
I started working on a mac only app now, still have to write the usb/communication code, but I started with the screen capturing and analysing code. A little debug application I wrote:
Rendering the preview at 30fps takes about 30% cpu usage at my mac (most part is converting the captured CGImageRef to a displayable NSImage). If one presses the capture button it triggers the (very slow) method of calculating the colours for the lights (which are shown in the 5 boxes at the bottom corresponding to the 5 lights from left to right).
I have a few more days of holiday, so I might create something usable, or I might not. I need the application to be a lot quicker, so I'm going to try the new (10.8 Mountain Lion only) CGDisplayStream API. Might want to try the calculation rects to be rendered as 1x1 textures on the gpu as well so I just need 5 commands to grab the colours in software. Most of this is new for me, so a lot of figuring out of whats quick and whichs commands to use.
Let's see where this takes us.