   Getting a Matrix from Quaternion in Managed DirectX
  Is there a way in C# MDX 2.0 to get a rotation matrix from a given quaternion? From what I understand about quaternions and game programming, its pretty standard to need a rotation matrix given a quaternion and so I figured there would be some DirectX library function that gives you the rotation matrix of a given quaternion.Thanks,   
  In C++ there's D3DXMatrixRotationQuaternion, I imagine there's something similar in MDX, although I don't know how MDX names things.   