Just to make sure I understand the issue. Linear algebra typically does left-side multiplications for transformation matrices. `OpenGL` typically does right-side transformation multiplications. This leads to a somewhat counter-intuitive `np.dot(t2, t1)` as how to apply `t1` followed by `t2`. Is this correct? Incidentally, this was one of the first issues I ran into when looking through OpenGL code.

I don't quite know enough OpenGL to say definitively, but I'd say we should stick closely to what the standard is there. I think it'll just require some adjustment for people to know that `np.dot(t2, t1)` is how you apply `t1` followed by `t2` to your objects. But this should be mostly a non-issue for people familiar with OpenGL, right?