Benjamin Moran wrote:
I am mainly looking at it from the viewpoint of a user thats using Pyglet 1.3, and has little or no OpenGL knowledge. ... Lets say I have a single asteroid model that I want to place in the background at various random positions and rotations. Having a few transform methods would let you randomly place them at runtime without needing to create a full scene in an editor.

It would be much better for Pyglet to provide a general mechanism
for applying transformations at rendering time, maybe something like
the matrix stack in OpenGL 2.

--
Greg

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