It's hard to read, looks like you're overcomplicating things. If it's top-down, a-la nethack, but with textures, then you can: use one Vector2 that is the camera tile offset / current. and an angle for current rotation.
Rendering map tiles normally, followed by: rotate(dir); translate(offset); (even though you're defining tiles by their local coords for texture coords, they will rotate like rotating a checkerboard.) But I think you want a more complex camera: ( with more than one axis of rotation , and move_forward will move differently depending on current rotation angle aka local vector: normal_forward ) check out the camera helper functions in pyopenGL Context http://pyopengl.sourceforge.net/context/ -- Jake -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en.
