Well, in fact NV21toRGB should be named NV212RGBA, since it uses 4 bytes per pixel, RGBA (although alpha channel is always 255 in this case)
So, each pixel (which is 4 bytes), is stored as an int (32 bit) in memory. This is the format used for RGBA bitmaps, which is the default for B4A (android allows more formats)
To access each color plane (R,G,B) you can mask and shift each of the ints --> Bit.ShifRight(Bit.And( value, 0x00FF0000),16) and so on.
But this will surely slow your process. If you see it is too slow, tell me and I can modify the lib to give separated planes (I will have time for it in a couple of days)