Index: camera.c
===================================================================
--- camera.c	(revision 442)
+++ camera.c	(revision 443)
@@ -59,10 +59,11 @@
 GLfloat x,y,z;
 
 glLoadIdentity();
-
-
-if (raydium_viewport_use!=-1)
+
+
+if (raydium_viewport_use!=-1)
     return;
+
 if(raydium_camera_rumble_remaining>0)
     {
     x=raydium_random_f(-raydium_camera_rumble_amplitude,raydium_camera_rumble_amplitude);
@@ -204,9 +205,9 @@
 
 
 void raydium_camera_rumble(GLfloat amplitude, GLfloat ampl_evo, GLfloat secs)
-{
-    if (raydium_viewport_use!=-1)
-        return;
+{
+if (raydium_viewport_use!=-1)
+    return;
 raydium_camera_rumble_amplitude=amplitude;
 raydium_camera_rumble_evolution=ampl_evo;
 raydium_camera_rumble_remaining=secs;
@@ -229,8 +230,8 @@
 static GLfloat ozoom=90;
 static GLfloat oroll=0;
 
-//raydium_log("camera smooth (asked): %.2f %.2f %.2f | %.2f %.2f %.2f | %.2f %.2f",px,py,pz,lx,ly,lz,zoom,step);
-if (raydium_viewport_use!=-1)
+//raydium_log("camera smooth (asked): %.2f %.2f %.2f | %.2f %.2f %.2f | %.2f %.2f",px,py,pz,lx,ly,lz,zoom,step);
+if (raydium_viewport_use!=-1)
     return;
     
 if(step<=0 || // wow.. smells inf, do a instantaneous step. (and don't place cam)
@@ -471,21 +472,24 @@
 
 void raydium_viewport_init(void)
 {
-int i;
     raydium_viewport_nb=0;
     raydium_viewport_use=-1;
 }
 
-void raydium_viewport_create (char * name,int tx,int ty){
+void raydium_viewport_create (char * name,int tx,int ty)
+{
 int i;    
-    if (raydium_viewport_nb < RAYDIUM_VIEWPORT_MAX){
+    if (raydium_viewport_nb < RAYDIUM_VIEWPORT_MAX)
+    {
         for(i=0;i<raydium_viewport_nb;i++)
-            if(!strcmp(name,raydium_viewport[i].name)){
+            if(!strcmp(name,raydium_viewport[i].name))
+	    {
                 raydium_log ("Viewport %s already exist",name);
                 return;
             }
 
-        if(raydium_texture_load_internal("",name,1,tx,ty,4,-1)){
+        if(raydium_texture_load_internal("",name,1,tx,ty,4,-1))
+	{
             strcpy(raydium_viewport[raydium_viewport_nb].name,name);
             raydium_viewport[raydium_viewport_nb].tx=tx;
             raydium_viewport[raydium_viewport_nb].ty=ty;
@@ -498,12 +502,15 @@
 {
 int i;
 
-    if (raydium_viewport_use!=-1){
+    if (raydium_viewport_use!=-1)
+    {
         raydium_log ("An other viewport is already enabled");
         return;
     }
+
     for(i=0;i<raydium_viewport_nb;i++)
-       if(!strcmp(name,raydium_viewport[i].name)){
+       if(!strcmp(name,raydium_viewport[i].name))
+       {
             glViewport(0,0, raydium_viewport[i].tx,raydium_viewport[i].ty);
             raydium_viewport_use=i;
             return;
@@ -513,20 +520,23 @@
 
 void raydium_viewport_save(void)
 {
-    if (raydium_viewport_use==-1){
+    if (raydium_viewport_use==-1)
+    {
         raydium_log("No viewport enabled.");
         return;
     }
+
     glBindTexture(GL_TEXTURE_2D,raydium_texture_find_by_name(raydium_viewport[raydium_viewport_use].name));
     glCopyTexSubImage2D(GL_TEXTURE_2D,0, 0,0, 0,0, raydium_viewport[raydium_viewport_use].tx, raydium_viewport[raydium_viewport_use].ty);
     raydium_rendering_internal_restore_render_state();
-    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
-    glEnable(GL_STENCIL_TEST); // HDR
+    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+    glEnable(GL_STENCIL_TEST); // HDR
     raydium_frame_first_camera_pass=1;
     raydium_camera_pushed=0;
     raydium_viewport_use=-1;
     glViewport(0,0, raydium_window_tx, raydium_window_ty);
 }
+
 void raydium_viewport_draw(char * name, GLfloat tx,GLfloat ty,GLfloat sx,GLfloat sy)
 {
 int i;