   Device.Transform
  I''m having a problem with the transform matrices in managed direct3d9. This problem was touched on briefly in this thread, but I was wondering, is there a way that I can do something like this?device.Transform.World.Translate(0, 1, 0);// this won''t work; the matrix is unchanged  Anyway, that''s how it would work in my ideal world. Is there a way of doing something like that without having to rebuild the matrix myself? (ie device.Transform.World = new Matrix() etc). 