   ID3DXFont rendering mirrored
  Hello!I've recently built up a simple user interface library. Now, I'm implementing a D3D renderer for it. The problem is : I need to draw text. I decided to use ID3DXFont (Maybe I should use CFont but I cant seem to find it). However, the problem I'm currently facing is that my text renders mirrored in both H and V.I taught I could change the object's rendering matrices using ID3DXSprite::SetTransform, but I am not very good with advanced math (yeah, it's advanced for me!). First of all, I tryed to do :D3DXMATRIX trans;MySprite->GetTransform(&trans);trans *= inversematrix; // inversematrix is a scale matrix (-1,-1,1)MySprite->SetTransform(&trans);That didn't work (my text didn't render, at least not on screen), so I guessed that the transformation matrix of the sprite object included projection and view matrices so I was "corrupting" the matrix.I also tried to use my world/view/proj matrices to set the transformation like this :MySprite->SetTransform(&(worldmatrix * inversematrix * viewmatrix * projmatrix));But, once again, I saw nothing on-screen.Can someone help me?   
  Remember that if you mirror you mess up your cw/ccw order of your polygons. I guess that you are doing something somewhere else wrong, you shouldn't have to mirror it yourself.   