   Confusion in transforms
  Hey again forum this one should be fairly simple for those with experience to resolve but I am having some difficulty, I am trying to make the camera track the flat position of a rectangle told to rotate. I am aware the detail means it wont be pointing perfectly at the center of the ball represented by the rectangle. Here is my scenes beggining this all works as you would expect.    d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);    d3ddev->BeginScene();    d3dspt->Begin(D3DXSPRITE_ALPHABLEND);//EXPERIMENT TRUE PERSPECTIVE    D3DXMATRIX matView;    // the view transform matrix    D3DXMatrixLookAtLH(&matView,    &D3DXVECTOR3 (512.0f, 384.0f, 1550.0f),    // the camera position (512.0f, 384.0f, 1550.0f)    &D3DXVECTOR3 (go[0].x, go[0].y, 0.0f),    // the  look-at position    &D3DXVECTOR3 (0.0f, -1.0f, 0.0f));    // the up direction    d3ddev->SetTransform(D3DTS_VIEW, &matView);    // set the view transform to matView D3DXMATRIX matProjection;    // the projection transform matrix    D3DXMatrixPerspectiveFovLH(&matProjection, D3DXToRadian(45),    // the horizontal field of view 1024 / 768,    // the aspect ratio 0.0f,    // the near view-plane 100.0f);    // the far view-plane    d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection);    // set the projection */This causes the camera to follow the object on the screen from a fixed position. It works perfectly if you render the object straight after this but to experiment with the 3rd dimension before putting together everything in 3D I decided to have a go at manipulating the camera. To experiment I made the world spin. I intended to make a heads up display that would follow the camera to begin with but before I got to making the rectangles follow the camera wherever it went I did this little test and have been trying to make it work since.static float index = 0.0f; index+=0.03f;    // an ever-increasing float value    D3DXMATRIX matRotateY;    // a matrix to store the rotation for each triangle    D3DXMatrixRotationY(&matRotateY, index);    // the rotation matrixd3ddev->SetTransform(D3DTS_WORLD, &(matRotateY));Every rectangle and font making up the flat surface my pong game plays out over rotates, this was to see if I would have to scrap my entire sprite wrapper and build a new one for drawing sprites into 3D environment off of a custom flat mesh or some junk like that fortunately the answer appears to be no!. Now the trouble im having is my usual experimentation of combining together matricies and trying to put stuff into the camera is failing and I realised im not quite sure how to experiment with the camera, how would I keep it in its fixed position and have it track the balls true location when the world is moving? With multiple objects in world space I can manage fine making them do stuff but the camera appears to have a unique setup. Any help on getting the camera to follow the spinning path of the world and as a result the ball or even a link to a tutorial on how to make my heads up display stick to the camera when I build a 3D environment would be appreciated. Sorry I feel like I repeated myself in there.   