opt: batch trail rendering and fix ribbon twisting - #39
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Replace per-segment DrawLine3D/DrawTriangle3D calls with single rlBegin/rlEnd batches using rlVertex3f/rlColor4ub. This reduces draw call overhead from ~3600 calls per vehicle (at max trail capacity) down to 1 for directional trails and 1 for speed ribbons. Add perpendicular vector blending (70% previous + 30% current) to the speed ribbon to prevent quad twisting on tight turns.
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Summary
DrawLine3DandDrawTriangle3Dwith singlerlBegin/rlEndbatches usingrlVertex3f/rlColor4ub. Reduces draw call overhead from ~3600 per vehicle (at max trail capacity) to 1 for directional trails and 1 for speed ribbons.Details
Both trail modes (directional lines and speed ribbon triangles) now submit all geometry in a single
rlBegin/rlEndpair per vehicle instead of issuing individual Raylib draw calls per segment. The color and vertex data are identical — only the submission path changes.The ribbon blending works by lerping each segment's perpendicular vector toward the previous segment's perpendicular before computing quad corners. This produces a smooth, continuous ribbon surface even on tight orbits.
Only
src/vehicle.cis modified. Usesrlgl.hwhich is already included. No new dependencies. Cross-platform (Mac/Windows/Linux).Test plan