: I.e., I want to do this:
: translate object <-(1/2)x width of object, 0, -(1/2)z width of object)
: rotate about y axis
: translate back
I'm assuming you're talking about POV-Ray... it should be simple,
provided you know the dimensions of the object...
[other declarational stuff]
translate <-width/2, 0, -height/2>
translate <width/2, 0, height/2>
Was this what you had in mind? It is perfectly legal to have
multiple translations and/or rotations for an object (or texture).
The only tricky part, esp. for text, is determining its size. What
I might recommend for this (unless somebody else comes up with
something better) is to put the text on top of a xz plane that
has a pigment with an x gradient...
[0.0 0.1 color rgb <0, 0, 0>
color rgb <0, 0, 0>]
[0.1 0.2 color rgb <1, 0, 0>
color rgb <1, 0, 0>]
[0.2 0.3 color rgb <0, 1, 0>
color rgb <0, 1, 0>]
Then you can use the stripes on the plane as a ruler, and figure
out how long the text is. (If I'm not mistaken, I think text is
always 1 unit tall by default... though a similar measurement using
a y gradient on a yz plane would confirm or deny this easily.)
Try it and let me know how it turns out.
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