Как конвертировать XMMATRIX в D3DMATRIX в DirectX 9?

Я изучаю DirectX (DirectX 9) с www.directxtutorial.com и использую Visual Studio 2012 в Windows 8. Замените d3dx9 (d3dx) на другой заголовок, такой как DirectXMath, поэтому я заменил все, что нужно, но есть проблема - преобразовать XMMATRIX в D3DMATRIX.

Код проблемы (Проблема написана - /проблема!/):

void render_frame(void) {
// clear the window to a deep blue
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

d3ddev->BeginScene();    // begins the 3D scene

// select which vertex format we are using
d3ddev->SetFVF(CUSTOMFVF);

// SET UP THE PIPELINE

DirectX::XMMATRIX matRotateY;    // a matrix to store the rotation information

static float index = 0.0f; index+=0.05f;    // an ever-increasing float value

// build a matrix to rotate the model based on the increasing float value
matRotateY = DirectX::XMMatrixRotationY(index);

D3DMATRIX D3DMatRotateY = matRotateY.r;

// tell Direct3D about our matrix
d3ddev->SetTransform(D3DTS_WORLD, &matRotateY); /*problem!*/

DirectX::XMMATRIX matView;    // the view transform matrix

DirectX::XMVECTOR CameraPosition = {0.0f,0.0f,10.0f};
DirectX::XMVECTOR LookAtPosition = {0.0f,0.0f,0.0f};
DirectX::XMVECTOR TheUpDirection = {0.0f,1.0f,0.0f};

matView = DirectX::XMMatrixLookAtLH(CameraPosition,    // the camera position
    LookAtPosition,    // the look-at position
    TheUpDirection);    // the up direction

d3ddev->SetTransform(D3DTS_VIEW, &matView);  /*problem!*/   // set the view transform to matView

DirectX::XMMATRIX matProjection;     // the projection transform matrix

DirectX::XMMatrixPerspectiveFovLH(&matProjection,
    DirectX::XMConvertToRadians(45),    // the horizontal field of view
                           1.0f,    // the near view-plane
                           100.0f);    // the far view-plane

d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection);  /*problem!*/   // set the projection

// select the vertex buffer to display
d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));

// copy the vertex buffer to the back buffer
d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);

d3ddev->EndScene();    // ends the 3D scene

d3ddev->Present(NULL, NULL, NULL, NULL);   /* displays the created frame on the screen */ }

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