Scale the current matrix about the world coordinate origin.
HRESULT Scale( FLOAT x, FLOAT y, FLOAT z );
If the method succeeds, the return value is D3D_OK.
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;
Header: Declared in D3dx9math.h.