Billboard Pass
Camera-facing instanced quad rendering for icons, particles, and HUD markers in the Helio deferred renderer
Related Documentation
GPU-Driven Pipeline & Automatic Instancing
How Helio's GPU-driven rendering pipeline works end to end — from CPU object submission to automatic draw call batching, frustum culling, and multi_draw_indexed_indirect — with zero per-object CPU iteration
Indirect Dispatch Pass
GPU frustum culling and DrawIndexedIndirect command generation — the compute pass that builds the complete indirect draw buffer each frame with zero CPU iteration
Transparent Pass
Forward-shaded alpha-blended geometry rendering with read-only depth, composited after the deferred lighting pass using the over operator.