   Rotating a Camera
  I was wondering why I am not able to simply call the D3DXMatrixRotationYawPitchRoll to my View Matrix (My Camera Matrix).Whenever I do so, my object just dissapears?ex.D3DXMatrixLookAtLH( &mView, &EyeVector, // Camera position   &LookatVector,   // Look-at point   &UpVector); // Up vectorD3DXMatrixRotationYawPitchRoll(&mView, 1.0f, 0.0f, 0.0f); //Rotate the Camera.To my knowledge this should work, but what good is my knowledge.Without the YawPitchRoll, everything works fine, but I obviously cannot rotate.   
  A "camera" matrix and the "view" matrix are not the same thing. They are actually the inverse of each other. In other words, to get the view matrix, you invert the camera matrix.D3DXMatrixLookAtLH computes a view matrix. You could invert that to get the camera matrix, then rotate it, and finally invert it again to get the view matrix, but there is probably a better way to do what you want to do.   