What is the pyglet "way" to do nested sprites? Sprites that have their
origin/orientation/scale defined by a parent sprite? (a turret on a
tank. orbs circling a wizard. fancy text with letters that can
zoom,spin and fade independently but still line up correctly)

In the pre-pyglet version of my code I did something like this:
Class Sprite:
def old_style_draw(self):
  glPushMatrix
  glTranslate
  glRotate
  glScale
  self.texture.draw()
  for child in self.children:
    child.old_style_draw()
  glPopMatrix

In the pyglet.sprite world my sprites are out of the draw loop! Pyglet
only loves them for their vertices.

My only idea is to use a ChildGroup:
class ChildGroup(pyglet.graphics.Group):
def __init__(self,parent_sprite):
  ...
def set_state(self):
  glPushMatrix
  glTranslate(self.parent_sprite.x....)
  ...

def unset_state(self):
  glPopMatrix

And this idea seems appealing to me except that as far as I can tell
Batches never release any group once its added to them. I use nested
sprites a lot in my special effects. They come and go a lot.

Is there a natural way to do what I want to do with pyglet sprites? Is
there a better way to think about my problem? Should there be a
Batch.remove_group() method?

Thanks for any advice,

Andrew
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