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())...
>

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