Loading the vertex data into VBOs and transforming them has nothing to do with each other - stuff like glm::translate()
or glm::rotate
will not have any influence on the buffer contents - the only change some matrix. As long as you do not apply some transformation do you vertex data when you upload it to the buffer, no one else does. Typicalle, those transformation matrices are used when drawing the objects (by the vertex shader, on the GPU), so one can have moving objects and a moving camera without having to respecify the geometry data.
So in your case, it will be enough to just change the projection and view matrices and draw the obnjects again with those new matrices applied.