   unresolved external symbol _D3DXVec3TransformCoord@12
  Hey guy's, I am having some issues with some code that I am using out of a book. C Advanced 3d Gaming with DirectX 9. When I compile the code I get the following errorcamera.obj : error LNK2019: unresolved external symbol _D3DXVec3TransformCoord@12 referenced in function "public: void __thiscall Camera::pitch(float)" (?pitch@Camera@@QAEXM@Z)Note sure if D3DXVec3TransformCoord is out dated or what but here is the code where I think it is happening.void Camera::pitch(float angle){D3DXMATRIX T;D3DXMatrixRotationAxis(&T, &_right,angle);// rotate _up and _look around _right vectorD3DXVec3TransformCoord(&_up,&_up, &T);D3DXVec3TransformCoord(&_look,&_look, &T);}And below is the code in it's entirety//////////////////////////////////////////////////////////////////////////////////////////////////// // File: camera.cpp// // Author: Frank Luna (C) All Rights Reserved//// System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0 //// Desc: Defines a camera's position and orientation.//    //////////////////////////////////////////////////////////////////////////////////////////////////#include "camera.h"Camera::Camera(){_cameraType = AIRCRAFT;_pos   = D3DXVECTOR3(0.0f, 0.0f, 0.0f);_right = D3DXVECTOR3(1.0f, 0.0f, 0.0f);_up    = D3DXVECTOR3(0.0f, 1.0f, 0.0f);_look  = D3DXVECTOR3(0.0f, 0.0f, 1.0f);}Camera::Camera(CameraType cameraType){_cameraType = cameraType;_pos   = D3DXVECTOR3(0.0f, 0.0f, 0.0f);_right = D3DXVECTOR3(1.0f, 0.0f, 0.0f);_up    = D3DXVECTOR3(0.0f, 1.0f, 0.0f);_look  = D3DXVECTOR3(0.0f, 0.0f, 1.0f);}Camera::~Camera(){}void Camera::getPosition(D3DXVECTOR3* pos){*pos = _pos;}void Camera::setPosition(D3DXVECTOR3* pos){_pos = *pos;}void Camera::getRight(D3DXVECTOR3* right){*right = _right;}void Camera::getUp(D3DXVECTOR3* up){*up = _up;}void Camera::getLook(D3DXVECTOR3* look){*look = _look;}void Camera::walk(float units){// move only on xz plane for land objectif( _cameraType == LANDOBJECT )_pos += D3DXVECTOR3(_look.x, 0.0f, _look.z) * units;if( _cameraType == AIRCRAFT )_pos += _look * units;}void Camera::strafe(float units){// move only on xz plane for land objectif( _cameraType == LANDOBJECT )_pos += D3DXVECTOR3(_right.x, 0.0f, _right.z) * units;if( _cameraType == AIRCRAFT )_pos += _right * units;}void Camera::fly(float units){// move only on y-axis for land objectif( _cameraType == LANDOBJECT )_pos.y += units;if( _cameraType == AIRCRAFT )_pos += _up * units;}void Camera::pitch(float angle){D3DXMATRIX T;D3DXMatrixRotationAxis(&T, &_right,angle);// rotate _up and _look around _right vectorD3DXVec3TransformCoord(&_up,&_up, &T);D3DXVec3TransformCoord(&_look,&_look, &T);}void Camera::yaw(float angle){D3DXMATRIX T;// rotate around world y (0, 1, 0) always for land objectif( _cameraType == LANDOBJECT )D3DXMatrixRotationY(&T, angle);// rotate around own up vector for aircraftif( _cameraType == AIRCRAFT )D3DXMatrixRotationAxis(&T, &_up, angle);// rotate _right and _look around _up or y-axisD3DXVec3TransformCoord(&_right,&_right, &T);D3DXVec3TransformCoord(&_look,&_look, &T);}void Camera::roll(float angle){// only roll for aircraft typeif( _cameraType == AIRCRAFT ){D3DXMATRIX T;D3DXMatrixRotationAxis(&T, &_look,angle);// rotate _up and _right around _look vectorD3DXVec3TransformCoord(&_right,&_right, &T);D3DXVec3TransformCoord(&_up,&_up, &T);}}void Camera::getViewMatrix(D3DXMATRIX* V){// Keep camera's axes orthogonal to eachotherD3DXVec3Normalize(&_look, &_look);D3DXVec3Cross(&_up, &_look, &_right);D3DXVec3Normalize(&_up, &_up);D3DXVec3Cross(&_right, &_up, &_look);D3DXVec3Normalize(&_right, &_right);// Build the view matrix:float x = -D3DXVec3Dot(&_right, &_pos);float y = -D3DXVec3Dot(&_up, &_pos);float z = -D3DXVec3Dot(&_look, &_pos);(*V)(0,0) = _right.x; (*V)(0, 1) = _up.x; (*V)(0, 2) = _look.x; (*V)(0, 3) = 0.0f;(*V)(1,0) = _right.y; (*V)(1, 1) = _up.y; (*V)(1, 2) = _look.y; (*V)(1, 3) = 0.0f;(*V)(2,0) = _right.z; (*V)(2, 1) = _up.z; (*V)(2, 2) = _look.z; (*V)(2, 3) = 0.0f;(*V)(3,0) = x;   (*V)(3, 1) = y;(*V)(3, 2) = z;  (*V)(3, 3) = 1.0f;}void Camera::setCameraType(CameraType cameraType){_cameraType = cameraType;}
  Have you linked the library d3dx9d.lib to your debug project settings?   