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Scale the current matrix about the world coordinate origin.
Syntax
HRESULT Scale(
FLOAT x, FLOAT y, FLOAT z );
Parameters
- x
- [in] The scaling component in the x-direction.
- y
- [in] The scaling component in the y-direction.
- z
- [in] The scaling component in the z-direction.
Return Value
If the method succeeds, the return value is D3D_OK.
Remarks
This method right-multiplies the current matrix with the computed scale matrix. The transformation is about the current world origin.
D3DXMATRIX tmp; D3DXMatrixScaling(&tmp, x, y, z); m_stack[m_currentPos] = m_stack[m_currentPos] * tmp;
See Also
ID3DXMatrixStack::ScaleLocal