   Radar Rotate
  Hello,I was thinking how to make my enemies radar rotating by the Yaw of the camera, but the problem is:I can rotate the sprite texture of the radar but not the points of enemies together.So i thought maybe there is a thing in DirectX which allow you draw on a temp buffer, draw the sprite, then draw the points, and then rotate the whole buffer then draw it.Is there a such thing ?Thanks.   
  Ok, i seem to find a start point.Rotate the sprite.For the points in radar:I take a point, create a line from the point to the center point on the radar.Rotate that line by X degrees, the end of the line will be the new point.But i have no clue on how to make this process with DirectX.Could someone please help me ?Thanks alot.   ;  Actually you should do something like:- calculate each radar blip position- rotate the radar blips based on the player's rotation- draw the radar   ;  Wouldn't there be a way around this with multiplying the world defining matrix in a different order?  Like Translate*Rotate*Scale or something?If not your best solution is some mathematical equation based on radian movement.   ;  I did something like that time ago:for(;max enemies;) D3DXVECTOR2 dir = yourPos - enemiePos[];    D3DXMatrixTransformation2D(&Matrix,NULL,NULL,NULL,NULL,YAW_on_Radians,NULL);SpriteObj->SetTransform(&Matrix);D3DXVec2TransformCoord(&dir,&dir,&Matrix);D3DXVECTOR2 FinalVect(dir.x+SCREENXOFFSET,dir.y+SCREENYOFFSET);D3DXMatrixTransformation2D(&Matrix,&D3DXVECTOR2(0,0),0.0,NULL,NULL,0.0,&FinalVect);SpriteObj->SetTransform(&Matrix);DRAW YOUR ENEMY POINT ON THE RADARI mixed pseudo code and code because that are the directx 2d functions,the variable YAW_on_Radians is the Yaw of your camera, yourPos are the 2D vector that represent your position, the enemiePos are the position ofeach of your enemies, SCREENOFFSET for x and y are the offset of your screencoordinates on pixels.Hope that can help, my video with the radar:the graphics part is not good, but the radar works =P   