Could you possibly offer a suggestion, or an example of how to obtain uncompressed texture data at run-time?
To answer my own question…
As I only needed to obtain the information once, I decided to utilize a FBO. Alternatively, I could have exposed the data through the header of course, but am trying to not modify the SDK unnecessarily.
Back in the day when I was using Oolong, a utility class was available to handle the intricacies of pvrt texture compression/decompression. For those interested in that alternative, perhaps the following will help…
Oolong -> Texture.mm