I'm halfway through the http://open.gl/ tutorials (
http://open.gl/transformations) and am being introduced to "Matrices" to do 
transformations (rotation, scaling, etc). So far I've been able to 
translate the C++ in the tutorials to Python, more specifically:


   - C++ to Python
   - SFML to Pyglet
   - GLEW to pyglet.gl
   - SOIL to pyglet.image


But to do matrice transformations I'm being asked to use GLM (OpenGL 
Mathematics http://glm.g-truc.net/0.9.5/index.html), and I haven't been 
able to wrap my head around an appropriate equivalent for that in Pyglet, 
so I'm wondering, has anyone here had any experience with or know of a way 
for doing things in Pyglet which in C++ would require GLM?

A simple example would be to use GLM to create a mat4 value which is then 
used in the vertex shader through a uniform variable:

glm::mat4 trans; trans = glm::rotate(trans, 180.0f, glm::vec3(0.0f, 0.0f, 
1.0f));
...
GLint uniTrans = glGetUniformLocation(shaderProgram, "trans");
...
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(trans));


I'm using:
- Pyglet 1.2
- OpenGL 3.2+

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