Index: camera.c
===================================================================
--- camera.c	(revision 90)
+++ camera.c	(revision 91)
@@ -56,72 +56,75 @@
 
 void raydium_camera_internal_prepare(void)
 {
-	GLfloat x,y,z;
+GLfloat x,y,z;
 
-	glLoadIdentity();
+glLoadIdentity();
 
-	if(raydium_camera_rumble_remaining>0)
+if(raydium_camera_rumble_remaining>0)
     {
-    	x=raydium_random_f(-raydium_camera_rumble_amplitude,raydium_camera_rumble_amplitude);
-    	y=raydium_random_f(-raydium_camera_rumble_amplitude,raydium_camera_rumble_amplitude);
-    	z=raydium_random_f(-raydium_camera_rumble_amplitude,raydium_camera_rumble_amplitude);
+    x=raydium_random_f(-raydium_camera_rumble_amplitude,raydium_camera_rumble_amplitude);
+    y=raydium_random_f(-raydium_camera_rumble_amplitude,raydium_camera_rumble_amplitude);
+    z=raydium_random_f(-raydium_camera_rumble_amplitude,raydium_camera_rumble_amplitude);
 	
-	    glRotatef(z,0,0,1);
-	    glRotatef(x,1,0,0);
-	    glRotatef(y,0,1,0);
+    glRotatef(z,0,0,1);
+    glRotatef(x,1,0,0);
+    glRotatef(y,0,1,0);
 	
-	    raydium_camera_rumble_remaining-=raydium_frame_time;
-	    raydium_camera_rumble_amplitude+=(raydium_camera_rumble_evolution*raydium_frame_time);
-	    if(raydium_camera_rumble_amplitude<=0)
-		{
-			raydium_camera_rumble_amplitude=0;
-			raydium_camera_rumble_remaining=0;
-		}
+    raydium_camera_rumble_remaining-=raydium_frame_time;
+    raydium_camera_rumble_amplitude+=(raydium_camera_rumble_evolution*raydium_frame_time);
+    if(raydium_camera_rumble_amplitude<=0)
+	{
+	raydium_camera_rumble_amplitude=0;
+	raydium_camera_rumble_remaining=0;
+	}
     }
-    else raydium_camera_rumble_remaining=0;
+else raydium_camera_rumble_remaining=0;
 }
 
+
 void raydium_camera_internal(GLfloat x, GLfloat y, GLfloat z)
 {
-	if(raydium_frame_first_camera_pass)
+if(raydium_frame_first_camera_pass)
+    {
+    float pos[3];
+    float or[6];
+    pos[0]=x;
+    pos[1]=y;
+    pos[2]=z;
+    if(raydium_sound) 
 	{
- 		float pos[3];
-		float or[6];
-		pos[0]=x;
-		pos[1]=y;
-		pos[2]=z;
-		if(raydium_sound) 
-		{
-			raydium_camera_vectors(or); // get vectors
-			raydium_sound_SetListenerPos(pos);
-			raydium_sound_SetListenerOr(or);
-		}
-		if(raydium_sky_atmosphere_check())
-		{
-			raydium_sky_box_render(x,y,z);
-			raydium_sky_atmosphere_render(x,y,z,RAYDIUM_SPHERE_DEFAULT_DETAIL);
-		}
-		else
-		{
-			raydium_sky_box_render(x,y,z);
-		}
-		//raydium_sky_box_render(x,y,z);
-		//raydium_atmosphere_render(x,y,z,SPHERE_DEFAULT_DETAIL);
-		raydium_frame_first_camera_pass=0;
-		raydium_light_update_position_all();
+	raydium_camera_vectors(or); // get vectors
+	raydium_sound_SetListenerPos(pos);
+	raydium_sound_SetListenerOr(or);
 	}
-
-	if(!raydium_camera_pushed)
+    
+    if(raydium_sky_atmosphere_check())
 	{
-		raydium_camera_pushed=1;
-		raydium_camera_x=x; 
-		raydium_camera_y=y;
-		raydium_camera_z=z;
+	raydium_sky_box_render(x,y,z);
+	raydium_sky_atmosphere_render(x,y,z,RAYDIUM_SKY_SPHERE_DEFAULT_DETAIL);
+	}
+    else
+	{
+	raydium_sky_box_render(x,y,z);
+	}
+    
+    //raydium_sky_box_render(x,y,z);
+    //raydium_atmosphere_render(x,y,z,SPHERE_DEFAULT_DETAIL);
+    raydium_frame_first_camera_pass=0;
+    raydium_light_update_position_all();
+    }
 
-		glPushMatrix();
-		memset(raydium_camera_cursor_place,0,3*sizeof(GLfloat));
-	}
- 	else raydium_log("Warning: too many calls to camera_* ! (matrix already pushed)");
+if(!raydium_camera_pushed)
+    {
+    raydium_camera_pushed=1;
+    raydium_camera_x=x; 
+    raydium_camera_y=y;
+    raydium_camera_z=z;
+
+    glPushMatrix();
+    memset(raydium_camera_cursor_place,0,3*sizeof(GLfloat));
+    }
+else raydium_log("Warning: too many calls to camera_* ! (matrix already pushed)");
 }