well doing that in es 1.0 is only acceptable if you do the check only once, if you manage to do it after every change of the origami then you are 'screwed'
it really depends on the size of the texture itself (screen size aswell) let me be clear first of all you load image to unisgned char * array then you upload that to texture,
then depending on the screenspace of origami, (the window where you draw it - this is your compare space you will need to make another unsigned char * base_origami = new unsigned char[that_screen_width * that_screen_height * 4] (i recall that es 1.0 uses 32 bit colorspace [rgba])
then you draw that texture you want to compare (as the base) to that screen and call glReadPixels() where you upload screen to base_origami
then to actually compare textures you will have to draw the actual folded origami, and then again call glReadPixels but to another unsigned char array
HOWEVER this won't guarantee you 100% image recognition, there could be a thing with texture borders so colors wont match additionally you will have to add specific drawing routine to draw only the folded origami without any additional draw calls. (like colored lines etc), also backgrounds of both base origami and folded origami must be the same.
then you go in a loop on cpu side and compare these two arrays.
so when you have like 95-100% similarity then you are done they should be the same.
This is really not the thing you would like to go for, so maybe you could post here images of a base image of origami, and the folded one (not completed but folded somehow)
so then we could think of something else.
The same problem is for es 2.0, you will have to use glreadpixels aswell but you could compare each fragment in shader (knowing the floating point inaccuracy) if they do not match you flag output color alpha as lets say 0 and if they do match you flag output red color (you dont change the alpha), then anyway you have to call glreadpixels to find every 0 in alpha value, this would suck either but should be faster a bit. too bad we cant change fragment coord in fragment shader and vertex shader wont interpolate through all pixels in texture so we could write only to another texture 1 pixel and glreadpixels one pixel so we acutally could read it back even in realtime. anyway for es 3.0, you could compare everything in shader and use transformfeedback to fill an array on cpu (or something) so you could actually have rapid check.
so again we need more details, because your way won't work as you expect.