After some research and the right google searches I found this information regarding vector rotation.

Now this is for the POV ray tracer program. But, I think I can convert it to Direct3D.#local AngleX = degrees(atn((T.z-L.z)/vlength(<T.x,T.y,0>-<L.x,L.y,0>));

#if (T.y>L.y)

#local AngleZ = degrees(atn((L.x-T.x)/(T.y-L.y)));

#end

#if (T.y<L.y)

#local AngleZ = degrees(atn((L.x-T.x)/(T.y-L.y)))+180;

#end

#if (T.y=L.y)

#if (T.x>L.x)

#local AngleZ=-90;

#else

#local AngleZ=90;

#end

#end

object { Gun rotate <AngleX,0,AngleZ> translate L }

or you can do this instead:

#local NY=vnormalize(T-L);

#local NX=vnormalize(vcross(NY,z)); // z is down in this example

#local NZ=vcross(NX,NY);

object { Gun matrix < NX.x,NX.y,NX.z, NY.x,NY.y,NY.z, NZ.x,NZ.y,NZ.z, L.x,L.y,L.z > }

So to rotate a point that is at L to face T.

Code:void MatrixRotateObjectOntoVector(D3DXVECTOR3 Target,D3DXVECTOR3 Location,D3DXMATRIX &RotMatrix) { D3DXVECTOR3 NX,NY,NZ,; NY=Target-Location; D3DXVec3Normalize(&NY,&NY); D3DXVec3Cross(&NX,&NY,&(-Camera.UpVector)); D3DXVec3Normalize(&NX,&NX); D3DXVec3Cross(&NZ,&NX,&NY); //Setup rotation and translation RotMatrix._11=NX.x; RotMatrix._12=NX.y; RotMatrix._13=NX.z; RotMatrix._14=0.0f; RotMatrix._21=NY.x; RotMatrix._22=NY.y; RotMatrix._23=NY.z; RotMatrix._24=0.0f; RotMatrix._31=NZ.x; RotMatrix._32=NZ.y; RotMatrix._33=NZ.z; RotMatrix._34=0.0f; RotMatrix._41=Location.x; RotMatrix._42=Location.y; RotMatrix._43=Location.z; RotMatrix._44=1.0f; }