Thanks doc,

  The push pop and vertex list definitely makes sense for drawing.  I
did read about it but it didn't come to mind.   I found a good
tutorial here http://tartley.com/files/stretching_pyglets_wings/presentation/.
I am sure there are more.

  I think my trouble is: how would i see the coordinate after the gl
transformation?  I'm looking to calc distances and angles.   I can
store the 4x4 gl model view matrix, but wouldn't I need to do my own
math to get the transformed coodrinates?

 <after googling> I found 
http://www.opengl.org/resources/faq/technical/transformations.htm
FAQ 9.120 How do I find the coordinates of a vertex transformed only
by the ModelView matrix?

    It's often useful to obtain the eye coordinate space value of a
vertex (i.e., the object space vertex transformed by the ModelView
matrix). You can obtain this by retrieving the current ModelView
matrix and performing simple vector / matrix multiplication.

So am I stuck doing my own math?  If so numpy or something smaller?

 Feb 6, 11:55 pm, __doc__ <[email protected]> wrote:
> On Feb 7, 5:22 am, Jimmy Chan <[email protected]> wrote:> and does
> > the math to move and rotate them.
>
> Let opengl do the math, much quicker, also much simpler, see
> glPushMatrix/glPopMatrix
>
> > My only thought is to put the glBegin glEnd block in
>
> Drawing primitives by specifying each vertex individually with
> glVertex3f between glBegin and glEnd, while beeing flexible, is
> incredibly slow, especially out of python.
> You want to use pyglet.graphics.vertex_list and pyglet.graphics.batch
> to avoid that.
>
> >  Is there a common way
> > to store these bunch of points, that will move and rotate together.
>
> Yes, as vertex lists as part of a pyglet.graphics.batch
>
> > I could have a for loop iterate over all the coordinates and rotate/move
> > each one at a time but it seems logical to use a 4 x nCoordintes
> > matrix and do matrix multiplication.  Downside is this will require a
> > nd_array class (probably from numpy).  I'm leaning toward just
> > importing numpy.   Is this overkill or is this common?
>
> Let opengl do the math per vertex for you, see glPushMatrix/
> glPopMatrix.
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