Hi Alex thanks, Do you mean I have to create a MShaderIstance? I am using the MPxDrawOverride method of the footPrintNode example. In that example the footPrint isn't trasparent, but it is slow.
I don't know, Probably I have to find a way to don't create the position list and triangles for every update. I am creating the circle face the camera, multiplying every point with cameraPath.inclusiveMatrix() and objPath.inclusiveMatrix().inverse() On Wednesday, December 7, 2016 at 11:44:52 PM UTC+1, Alex Hrazhdan wrote: > > Hi, Andrea. the significant slowdown is because of one shader per override > locator instance, and because of transparency > (MShaderInstance::setIsTransparent())... > -- You received this message because you are subscribed to the Google Groups "Python Programming for Autodesk Maya" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To view this discussion on the web visit https://groups.google.com/d/msgid/python_inside_maya/dad8bcbb-dc99-4b68-9e91-f75ba501ddfa%40googlegroups.com. For more options, visit https://groups.google.com/d/optout.
