Here is the mesh as it is lit when it is scaled (notice the sort of jagged lighting on the character's back):
Here is the mesh not scaled:
The lighting is much more smooth when the world transform does not scale the mesh.
Here is what I'm doing to set up the world transform:
D3DMATRIX matScale, matTrans;
D3DXMatrixScaling(&matScale, SCALE_FACTOR, SCALE_FACTOR, SCALE_FACTOR);
D3DXMatrixMultiply(&matTrans, &matScale, &m_matOrient);
m_pDevice->SetTransform(D3DTS_WORLD, &matTrans);
Any help as to what my options are to get the lighting to look more uniform when the mesh is scaled would be appreciated.
Peace Out.