public Matrix4f scaling(float x, float y, float z) {
        if ((properties & PROPERTY_IDENTITY) == 0)
            MemUtil.INSTANCE.identity(this);
        this._m00(x);
        this._m11(y);
        this._m22(z);
        boolean one = Math.abs(x) == 1.0f && Math.abs(y) == 1.0f && Math.abs(z) == 1.0f;
        _properties(PROPERTY_AFFINE | (one ? PROPERTY_ORTHONORMAL : 0));
        return this;
    }
public Matrix4f scaling ( float x , float y , float z ) { if ( ( properties & PROPERTY_IDENTITY ) == 0 ) MemUtil . INSTANCE . identity ( this ) ; this . _m00 ( x ) ; this . _m11 ( y ) ; this . _m22 ( z ) ; boolean one = Math . abs ( x ) == 1.0f && Math . abs ( y ) == 1.0f && Math . abs ( z ) == 1.0f ; _properties ( PROPERTY_AFFINE | ( one ? PROPERTY_ORTHONORMAL : 0 ) ) ; return this ; }
Set this matrix to be a simple scale matrix.
<p>
The resulting matrix can be multiplied against another transformation
matrix to obtain an additional scaling.
<p>
In order to post-multiply a scaling transformation directly to a
matrix, use {@link #scale(float, float, float) scale()} instead.

@see #scale(float, float, float)

@param x
the scale in x
@param y
the scale in y
@param z
the scale in z
@return this