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Note
The D3DX10 utility library is deprecated. We recommend that you use DirectXMath instead along with this header from GitHub.
Scale the current matrix about the world coordinate origin.
Syntax
HRESULT Scale(
[in] FLOAT x,
[in] FLOAT y,
[in] FLOAT z
);
Parameters
-
x [in]
-
Type: FLOAT
The scaling component in the x-direction.
-
y [in]
-
Type: FLOAT
The scaling component in the y-direction.
-
z [in]
-
Type: FLOAT
The scaling component in the z-direction.
Return value
Type: HRESULT
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;
Requirements
Requirement | Value |
---|---|
Header |
|
Library |
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See also