@3run
Yea, I thought of doing it like that too and ran into the same problem. I then tried to do it where it would calculate where you were one frame ago versus where you were in the current frame, then draw a particle line between the two positions. Unfortunately it was really slow and didn't work out too well. As your movement speed gets closer to the framerate you start to notice bigger and bigger "gaps" between the particles. You would need something to "connect" the particles or iterate the distance traveled. Also, yes, those pointers were made to make reading the code a bit easier.

@alibaba and DLively
Unfortunately setting my.clipfactor to 999999 completely blacks out my screen (sorting error). Can still walk around and stuff but no objects will render on the screen. If I set ot to a relative small number, like 1000, it works.

@all
Ok so I think I know what it is now. When the afterimage is first made the first model is generated really huge, which affects the clipping/sorting system.