   World Matrix problems....
  I want to perform a matrix rotation to one of my objects in the scene but cant differentiate the object from the whole world, everything rotates with the desired effect, not just the object i want.How do i perform this rotation only on the one object???Very new to DirectX obviously, thanks in advance   
  Setting a world matrix,( or any other setting, such as Render States and Texture Stage States) applies to anything drawn from when they are set to a value, until the value is modified. These settings can be modified mid-frame, to allow some of a scene to have certain settings, and the rest of the scene to have other settings.What you're looking to doing is using 2 (or more) matrix settings for 2 parts of your scene.Your rendering sequence should look something like this:1) Set everything up like you currently do.2) Set world matrix A for object #1.3) Render object #1.4) Set world matrix B for object #2.5) Render object #2.6) End the scene and present.Remember, the matrix remains what you set it to until you call SetTransform again, with a different value.   ;  Cool, thats really helpful thanks.one thing though... I previously was not setting up a world matrix, presumed it was just defaulted to something. How will i get it back to this state?   ;  Just set it back to the identity matrix (Matrix.Identity in Managed DirectX), which will just keep the local objectspace coordinates for anything you render (i.e. your objects won't be tranformed).Edited: really can't type :)   ;  If you don't specify a world matrix then it's set to Identity. So if you want to go back to the previous state then just make it Identity again.D3DXMatrixIdentity(&MyWorldMatrix);SetTransform(D3DTS_WORLDMATRIX, &MyWorldMatrix)Edit: 'remigius' was faster :)   