Hm ... at the beginning of each frame, Sparrow always binds the texture '0' (no texture), to force rebinding of the next texture is has to render. That's necessary because somebody could have bound another texture in the meantime, without Sparrow knowing about it.
Thus, the camera framerate itself does not change the number of calls to "glBindTexture"; when you've got only the camera image on screen, it's always 2 calls per frame ("0", "camTex ID").
In other words: in a 30fps Sparrow application, you'd have 60 calls per second, or 1800 in 30 seconds.
If you've got a single other texture displayed (besides the camera image), you'd have 30*30*3, or 2700 frames in 30 seconds. That's very near to the 2900 calls you reported.
Anyway, those bind calls are not slow. If you've got a lot of calls every frame, it adds up -- but just a few per frame won't hurt performance. What's far more performance critical is moving the camera texture from conventional memory to graphics memory.