What I am looking to do is to be able to push and pop transform matrices into SpriteBatch. I have 2 sprites, parent and child, and the child should be scaled, rotated, translated relative to the parent.
I currently have an implementation using textured quads but I think this should be possible using the built in SpriteBatch class and using Matrix.Decompose(). I'm not sure how to pass the decomposed values to SpriteBatch once I've decomposed them though.
I understand how to keep the matrix stack, I'm just looking for an example of using values coming from Matrix.Decompose() in conjunction with SpriteBatch.