   Matrix of transformation
  I don't understand why the matrix of translate X matrix of rotation.d3ddev->SetTransform(D3DTS_WORLD, &(matTranslateB*matRotateYB));As I know, translation should be added to the original coordinates.   
  Translation means adding, yes. If you use affine co-ordinates, then you can "see" the plus operator directly. Now, usual APIs use homogeneous co-ordinates. As you should know from matrix math, multiplying 2 matrices is an operation of summing up products of scalars. Homogeneous co-ordinates exploit this: They enforce the one product member to be 1 and the other to be the translational offset, and then use the internal sum for the said addition. Search the Inet for "homogeneous co-ordinates" to become familiar with that.   