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

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