   Rotate object keep aspect Ratio
  Hi,I want to rotate an object arround it's Z-axis and then have the same aspect ratio as it was on the original size. Now the problem is that when I rotate an object it becomes stretched. (I'm converting pixels to float in space) The screensize is the problem, because you have the same amount of length on the horizontal and vertical axis and that why it looks stretched. Has anyone got a solution (calculation) so I can rotate an object and keep the aspect ratio of the orignal vertexbuffer.With kind regards,Cloudius.   
  Your projection matrix is supposed to correct for aspect ratio already, which is why you specify the aspect ratio (width/height) when creating it with D3DXMatrixPerspectiveFovLH.   ;  When I'm rotating the object, the aspect ratio changes.For example if I rotate an object 90 degrees arround the Z-axis the object is smaller, this is because the X axis and Y axis is 2.0f for example. Using this formula I calculate the width in pixels  D * tan(fov/2)If it is 0.2f on the horizontal axis it's also 0.2 on the vertical axis only the difference is that it stretched because the axis width is not 1:1 but 4:3 or 16:9Please can nobody help me with this problem, there must be someone who have solved this?With Kind Regards,Johan Reitsma   