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How do you transform an object around it's local coordinate system in dx8

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I keep messing with this but I can''t get it right. If I want to transform an object about it''s local coord. by rx, ry, and rz how do I set up the world matrix for g_pd3dDevice->SetTransform(D3DTS_WORLD, &matWorld); I tried creating a matX, matY, matZ and then doing a matWorld = matY * mat_x * matZ; but it doesn''t come out right. It always ends up rotating incorrectly.

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