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ss_r.D3DDevice->GetTransform(D3DTS_WORLD,&Backup);
D3DXMatrixScaling(&ScaleMatrix , 0.5f , 0.5f , 0.5f);
D3DXMatrixRotationYawPitchRoll(&RotMatrix , fRotation , 0.0f , 0.0f);
D3DXMatrixTranslation(&TransMatrix , SpriteList[iSpriteID].vPosition.x - (SpriteList[iSpriteID].fWidth/2) , SpriteList[iSpriteID].vPosition.y - (SpriteList[iSpriteID].fHeight/2) , SpriteList[iSpriteID].vPosition.z);
D3DXMatrixTranslation(&TransMatrix2 , SpriteList[iSpriteID].vPosition.x + (SpriteList[iSpriteID].fWidth/2) , SpriteList[iSpriteID].vPosition.y + (SpriteList[iSpriteID].fHeight/2) , SpriteList[iSpriteID].vPosition.z);
ss_r.D3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)(&(TransMatrix2*RotMatrix*TransMatrix)));
ss_r.D3DDevice->SetTexture(0, pTexture[SpriteList[iSpriteID].iTexture]);
ss_r.D3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST , 0 , SpriteList[iSpriteID].iStartVertex , 4 ,SpriteList[iSpriteID].iStartIndex , 2);
ss_r.D3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)(&(Backup)));
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