| Microsoft DirectX 8.1 (C++) | 
Determines the product of the current matrix and the computed rotation matrix.
HRESULT RotateAxis( CONST D3DXVECTOR3* pV, FLOAT Angle );
If the method succeeds, the return value is D3D_OK.
If the method fails, the return value can be D3DERR_INVALIDCALL.
This method right-multiplies the current matrix with the computed rotation matrix, counterclockwise about the given axis with the given angle (rotation is about the current world origin).
    D3DXMATRIX tmp;
    
    D3DXMatrixRotationAxis( &tmp, pV, angle );
    m_stack[m_currentPos] = m_stack[m_currentPos] * tmp;
  Header: Declared in D3dx8math.h.
  Import Library: Use D3dx8.lib.
ID3DXMatrixStack::RotateAxisLocal, ID3DXMatrixStack::RotateYawPitchRoll, ID3DXMatrixStack::RotateYawPitchRollLocal