   XNA:  Spritebatch and flickering problems
  I am rendering 2D objects by setting the matrix transform parameter in Spritebatch.Begin().  However I just realized that for each object I render I will need to call the begin and end methods of spritebatch to pass in each object's matrix.  Is there a way around this using spritebatch?  I have noticed that spritebatch renders images after Spritebatch.End().  If I rendered every object inside its own spritebatch begin and end wouldn't that cause flickering problems?  Is there a way I can write all of the images to some kind of screen buffer and render it at the end of the render function?   
  What kind of transformations are you doing? The normal SpriteBatch.Draw method allows scaling, rotation, and translation, so I can't think of anything you wouldn't be able to do with that. Also, calling SpriteBatch.Begin and SpriteBatch.End many times will not cause flickering as everything in XNA is already double buffered. Although it is still terribly inefficient so I wouldn't recommend it.   ;  I am programming a scene graph type structure and I am using Spritebatch.Begin() to set the transform for each scene node by concatenating matrixes.  I need something that allows me to set a spritebatch's transform without calling begin and end every time I draw something.   ;  I am programming a scene graph type structure and I am using Spritebatch.Begin() to set the transform for each scene node by concatenating matrixes.  I need something that allows me to set a spritebatch's transform without calling begin and end every time I draw something.   ;  You can use Vector2.Transform(Vector2, Matrix) to transform a Vector, then use that as the position in the SpriteBatch.Draw.(If that's what you were asking)   ;  I know how to get the translation out of a matrix, I was actually using Spritebatch.Begin() to set the transform because I am not quite sure how to retrieve the rotation out of a matrix.   ;  Try Matrix.Decompose. It extracts scale, rotation, and translation from a matrix for you.   