Color in texture mapping

I want to use 2 different bitmaps to do texture mapping on 2 adjacency polygons. The bitmaps are capture by the digital camera and contains a little bit color differences in those bitmaps. (1 for front view , 1 for side view). Hopefully I want to make it have the same color in the margin, so I think I should get the current color and convert to HLV color standard to calculate the different light intensity level and apply it back to the texture.

So, can anybody tell me how I can get the current color and convert it to HLV format?

Originally posted by tsk:

I can get the current color

I am confused what you mean by current color. Do you mean the color of the texture border? More info. The current color can be set in opengl using glColor*() calls.