Im currently messing around with some simulations and additionally use OpenGL (lwjgj) as Display-Engine.
Now i wondered if it is possible to include the OpenGL light rendering for some calculations?
Is there any way to determine a final light(/color) value for a certain Point (/vertice/poly/...) using OpenGL e.g. after a draw call?
In other words, i need a light sensor and its values after each draw-call.
To make an easy example:
A cube in a scene with light, how much light reaches each of the vertices for each site?
You probably can't do things on a per vertex basis but you can on a per fragment. Have a look at deferred rendering