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[.net] PushMatrix/PopMatrix?

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Hi all, I'm new to DirectX, so please bear with me. :) How do you push/pop for matrices (such as in OpenGL), specifically for model/world matrices? Essentially what I want to do is: -set global matrices (world, view, proj) -for every object: --push world matrix --render object (local coords) -pop I haven't found any similar function in Direct3D.Device. I did find SetTransform/Transforms property and found that there are 4 world matrices (World to World3). Is this it, and if so, why only 4? Or maybe its done differently in DirectX. Should I assign a matrix for each object and replace the device's world matrix for every 'render object' call instead?

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