Builds a rotation matrix from a quaternion.
D3DXMATRIX * D3DXMatrixRotationQuaternion( D3DXMATRIX * pOut, CONST D3DXQUATERNION * pQ );
Pointer to a D3DXMATRIX structure built from the source quaternion.
The return value for this function is the same value returned in the pOut parameter. In this way, the D3DXMatrixRotationQuaternion function can be used as a parameter for another function.
For information about how to calculate quaternion values from a direction vector ( x, y, z ) and an angle of rotation, see D3DXQUATERNION.
Header: Declared in D3dx9math.h.
D3DXMatrixRotationAxis, D3DXMatrixRotationX, D3DXMatrixRotationY, D3DXMatrixRotationYawPitchRoll, D3DXMatrixRotationZ