I have a rough idea of how all this works now. I was listening to something my lecturer said today about shading. For a standard sphere/cube(smoothed), you can take the vector from the mesh origin to the vertex (& normalize it). Could I use this on other shapes as a 'quicker' procedure for getting the vertex's. This would be really quick as all it is
(vertex - meshOrigin).normalise();
Or would this produce some weird results. The solution that I have at the moment takes way too long. I will give this a try

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