Index: sky.c
===================================================================
--- sky.c	(revision 656)
+++ sky.c	(revision 657)
@@ -53,13 +53,13 @@
 glColor4fv(raydium_background_color);
 glDepthMask(GL_FALSE);
 glBegin(GL_QUADS);
+    glTexCoord2f(1.0f, 0.0f); glVertex3f((x+sizeb),(y-sizeb),(z+sizeb));
+    glTexCoord2f(0.0f, 0.0f); glVertex3f((x+sizeb),(y+sizeb),(z+sizeb));
+    glTexCoord2f(0.0f, 1.0f); glVertex3f((x+sizeb),(y+sizeb),(z-sizeb));
     glTexCoord2f(1.0f, 1.0f); glVertex3f((x+sizeb),(y-sizeb),(z-sizeb));
-    glTexCoord2f(0.0f, 1.0f); glVertex3f((x+sizeb),(y+sizeb),(z-sizeb));
-    glTexCoord2f(0.0f, 0.0f); glVertex3f((x+sizeb),(y+sizeb),(z+sizeb)); 
-    glTexCoord2f(1.0f, 0.0f); glVertex3f((x+sizeb),(y-sizeb),(z+sizeb));
 glEnd();
 
-                                
+
 raydium_texture_current_set_name("BOXback.tga");
 raydium_rendering_internal_prepare_texture_render(raydium_texture_current_main);
 //glBindTexture(GL_TEXTURE_2D,raydium_texture_current_set_name("BOXback.tga"));
@@ -68,7 +68,7 @@
 glBegin(GL_QUADS);
     glTexCoord2f(0.0f, 1.0f); glVertex3f((x-sizeb),(y-sizeb),(z-sizeb));
     glTexCoord2f(1.0f, 1.0f); glVertex3f((x-sizeb),(y+sizeb),(z-sizeb));
-    glTexCoord2f(1.0f, 0.0f); glVertex3f((x-sizeb),(y+sizeb),(z+sizeb)); 
+    glTexCoord2f(1.0f, 0.0f); glVertex3f((x-sizeb),(y+sizeb),(z+sizeb));
     glTexCoord2f(0.0f, 0.0f); glVertex3f((x-sizeb),(y-sizeb),(z+sizeb));
 glEnd();
 
@@ -81,7 +81,7 @@
 glBegin(GL_QUADS);
     glTexCoord2f(0.0f, 1.0f); glVertex3f((x-sizeb),(y+sizeb),(z-sizeb));
     glTexCoord2f(1.0f, 1.0f); glVertex3f((x+sizeb),(y+sizeb),(z-sizeb));
-    glTexCoord2f(1.0f, 0.0f); glVertex3f((x+sizeb),(y+sizeb),(z+sizeb)); 
+    glTexCoord2f(1.0f, 0.0f); glVertex3f((x+sizeb),(y+sizeb),(z+sizeb));
     glTexCoord2f(0.0f, 0.0f); glVertex3f((x-sizeb),(y+sizeb),(z+sizeb));
 glEnd();
 
@@ -91,10 +91,10 @@
 glColor4fv(raydium_background_color);
 glDepthMask(GL_FALSE);
 glBegin(GL_QUADS);
+    glTexCoord2f(1.0f, 0.0f); glVertex3f((x-sizeb),(y-sizeb),(z+sizeb));
+    glTexCoord2f(0.0f, 0.0f); glVertex3f((x+sizeb),(y-sizeb),(z+sizeb));
+    glTexCoord2f(0.0f, 1.0f); glVertex3f((x+sizeb),(y-sizeb),(z-sizeb));
     glTexCoord2f(1.0f, 1.0f); glVertex3f((x-sizeb),(y-sizeb),(z-sizeb));
-    glTexCoord2f(0.0f, 1.0f); glVertex3f((x+sizeb),(y-sizeb),(z-sizeb));
-    glTexCoord2f(0.0f, 0.0f); glVertex3f((x+sizeb),(y-sizeb),(z+sizeb)); 
-    glTexCoord2f(1.0f, 0.0f); glVertex3f((x-sizeb),(y-sizeb),(z+sizeb));
 glEnd();
 
 raydium_texture_current_set_name("BOXtop.tga");
@@ -103,10 +103,10 @@
 glColor4fv(raydium_background_color);
 glDepthMask(GL_FALSE);
 glBegin(GL_QUADS);
+    glTexCoord2f(0.0f, 1.0f); glVertex3f((x-sizeb),(y+sizeb),(z+sizeb));
+    glTexCoord2f(1.0f, 1.0f); glVertex3f((x+sizeb),(y+sizeb),(z+sizeb));
+    glTexCoord2f(1.0f, 0.0f); glVertex3f((x+sizeb),(y-sizeb),(z+sizeb));
     glTexCoord2f(0.0f, 0.0f); glVertex3f((x-sizeb),(y-sizeb),(z+sizeb));
-    glTexCoord2f(1.0f, 0.0f); glVertex3f((x+sizeb),(y-sizeb),(z+sizeb));
-    glTexCoord2f(1.0f, 1.0f); glVertex3f((x+sizeb),(y+sizeb),(z+sizeb)); 
-    glTexCoord2f(0.0f, 1.0f); glVertex3f((x-sizeb),(y+sizeb),(z+sizeb));
 glEnd();
 
 
@@ -118,7 +118,7 @@
 glBegin(GL_QUADS);
     glTexCoord2f(0.0f, 1.0f); glVertex3f((x-sizeb),(y-sizeb),(z-sizeb));
     glTexCoord2f(1.0f, 1.0f); glVertex3f((x+sizeb),(y-sizeb),(z-sizeb));
-    glTexCoord2f(1.0f, 0.0f); glVertex3f((x+sizeb),(y+sizeb),(z-sizeb)); 
+    glTexCoord2f(1.0f, 0.0f); glVertex3f((x+sizeb),(y+sizeb),(z-sizeb));
     glTexCoord2f(0.0f, 0.0f); glVertex3f((x-sizeb),(y+sizeb),(z-sizeb));
 glEnd();
 
@@ -130,251 +130,251 @@
 }
 
 void raydium_sky_sphere_render(GLfloat x, GLfloat y, GLfloat z,int detail)
-{       
-        int i, j,co;
-        GLfloat currentradious,z1,z2,ang1,dx,dy,h;
-        //the next is static cause this will be used to store the vertices of the sphere.
-        //i suppose that it could be external to this function.
-        static GLfloat p[RAYDIUM_SKY_SPHERE_MAX_DETAIL][RAYDIUM_SKY_SPHERE_MAX_DETAIL][3];
+{
+    int i, j,co;
+    GLfloat currentradious,z1,z2,ang1,dx,dy,h;
+    //the next is static cause this will be used to store the vertices of the sphere.
+    //i suppose that it could be external to this function.
+    static GLfloat p[RAYDIUM_SKY_SPHERE_MAX_DETAIL][RAYDIUM_SKY_SPHERE_MAX_DETAIL][3];
 
-        //keeping safe the current matrix
-        glPushMatrix();
-        
-        //glPushAttrib(GL_COLOR_BUFFER_BIT); Gl attrib functions shoudn't be used
+    //keeping safe the current matrix
+    glPushMatrix();
 
-        //increasing angles to simulate orbit
-        raydium_sky_sphere_angle_orbit_u += 10 * raydium_frame_time;
-        raydium_sky_sphere_angle_orbit_v += 1 * raydium_frame_time;
+    //glPushAttrib(GL_COLOR_BUFFER_BIT); Gl attrib functions shoudn't be used
 
-        //test code.
-        //the rotation speed should be changed with a function
-        raydium_sky_sphere_y_vel=0.01;
-        raydium_sky_sphere_x_vel=0.01;
+    //increasing angles to simulate orbit
+    raydium_sky_sphere_angle_orbit_u += 10 * raydium_frame_time;
+    raydium_sky_sphere_angle_orbit_v += 1 * raydium_frame_time;
 
-        //updating the x and y values according the speed and the framerate
-        raydium_sky_sphere_x_pos+=raydium_sky_sphere_x_vel * raydium_frame_time;
-        raydium_sky_sphere_y_pos+=raydium_sky_sphere_y_vel * raydium_frame_time;
+    //test code.
+    //the rotation speed should be changed with a function
+    raydium_sky_sphere_y_vel=0.01;
+    raydium_sky_sphere_x_vel=0.01;
 
-        //using dx and dy to simplify the code
-        dx=raydium_sky_sphere_x_pos;
-        dy=raydium_sky_sphere_y_pos;
+    //updating the x and y values according the speed and the framerate
+    raydium_sky_sphere_x_pos+=raydium_sky_sphere_x_vel * raydium_frame_time;
+    raydium_sky_sphere_y_pos+=raydium_sky_sphere_y_vel * raydium_frame_time;
 
-        //turning off "specials" for render
-        glDisable(GL_LIGHTING);
-        glDisable(GL_FOG);
-        glEnable(GL_TEXTURE_2D);
-        glColor4fv(raydium_background_color);
-        glDepthMask(GL_FALSE);
-        
-        //glEnable(GL_BLEND);
-        //glBlendFunc(GL_DST_COLOR,GL_SRC_COLOR);
-        
-        //MAKING THE SPHERE
-        
-        //check if the points are already calculated.
-        //there is no reason to enter constantly.
-        if(raydium_sky_sphere_generated!=1)
-        {
-                //getting the points of the sphere, but no drawing
-                for(i=0;i<=detail;i++)
-                {
-                        //getting the radius for each section of the sphere
-                        currentradious          =       raydium_trigo_sin(180*((float)i/(float)detail));
-                        //getting the heights for each section of the sphere
-                        z1                      =       raydium_trigo_cos(180*((float)i/(float)detail));                
-                        for(j=0;j<=detail;j++)
-                        {
-                                ang1            =       360*((float)j/(float)detail);
-                                p[i][j][0]      =       currentradious * raydium_trigo_cos(ang1);
-                                p[i][j][1]      =       currentradious * raydium_trigo_sin(ang1);
-                                p[i][j][2]      =       z1;
-                        }
-                }
-                raydium_sky_sphere_generated    =       1;
-        }
+    //using dx and dy to simplify the code
+    dx=raydium_sky_sphere_x_pos;
+    dy=raydium_sky_sphere_y_pos;
 
-        //Postioning the modelview in the pos of the camera
-        glTranslatef(x,y,z);
+    //turning off "specials" for render
+    glDisable(GL_LIGHTING);
+    glDisable(GL_FOG);
+    glEnable(GL_TEXTURE_2D);
+    glColor4fv(raydium_background_color);
+    glDepthMask(GL_FALSE);
 
-        //test code
-        //the texture should be loaded with a different function
-        if(!raydium_texture_exists("SKYCLOUDS.tga"))
+    //glEnable(GL_BLEND);
+    //glBlendFunc(GL_DST_COLOR,GL_SRC_COLOR);
+
+    //MAKING THE SPHERE
+
+    //check if the points are already calculated.
+    //there is no reason to enter constantly.
+    if(raydium_sky_sphere_generated!=1)
+    {
+        //getting the points of the sphere, but no drawing
+        for(i=0;i<=detail;i++)
         {
-                raydium_texture_load("SKYCLOUDS.tga");
+            //getting the radius for each section of the sphere
+            currentradious      =   raydium_trigo_sin(180*((float)i/(float)detail));
+            //getting the heights for each section of the sphere
+            z1          =   raydium_trigo_cos(180*((float)i/(float)detail));
+            for(j=0;j<=detail;j++)
+            {
+                ang1        =   360*((float)j/(float)detail);
+                p[i][j][0]  =   currentradious * raydium_trigo_cos(ang1);
+                p[i][j][1]  =   currentradious * raydium_trigo_sin(ang1);
+                p[i][j][2]  =   z1;
+            }
         }
-        raydium_texture_current_set_name("SKYCLOUDS.tga");      
-        
-        //activating texture 
-        raydium_rendering_internal_prepare_texture_render(raydium_texture_current_main);
-        
-        //shutdown the DEPTH writting
-        glDepthMask(GL_FALSE);
+        raydium_sky_sphere_generated    =   1;
+    }
 
-        //activating and setting fog
-        raydium_fog_enable();
-        glFogf(GL_FOG_START,0.6);
-        glFogf(GL_FOG_END,1);
-        glFogi(GL_FOG_MODE,GL_EXP2);
-        
-        //setting h to the height of the vault
-        h=raydium_sky_sphere_heigth;
+    //Postioning the modelview in the pos of the camera
+    glTranslatef(x,y,z);
 
-        //activating the blending needed for the clouds
-        glEnable(GL_BLEND);
-        glBlendFunc(GL_DST_COLOR,GL_ONE_MINUS_SRC_ALPHA);
+    //test code
+    //the texture should be loaded with a different function
+    if(!raydium_texture_exists("SKYCLOUDS.tga"))
+    {
+        raydium_texture_load("SKYCLOUDS.tga");
+    }
+    raydium_texture_current_set_name("SKYCLOUDS.tga");
 
-        //drawing the layers of clouds
-        for(co=0;co<raydium_sky_sphere_quality;co++)
+    //activating texture
+    raydium_rendering_internal_prepare_texture_render(raydium_texture_current_main);
+
+    //shutdown the DEPTH writting
+    glDepthMask(GL_FALSE);
+
+    //activating and setting fog
+    raydium_fog_enable();
+    glFogf(GL_FOG_START,0.6);
+    glFogf(GL_FOG_END,1);
+    glFogi(GL_FOG_MODE,GL_EXP2);
+
+    //setting h to the height of the vault
+    h=raydium_sky_sphere_heigth;
+
+    //activating the blending needed for the clouds
+    glEnable(GL_BLEND);
+    glBlendFunc(GL_DST_COLOR,GL_ONE_MINUS_SRC_ALPHA);
+
+    //drawing the layers of clouds
+    for(co=0;co<raydium_sky_sphere_quality;co++)
+    {
+        //drawing the upper vault
+
+        glBegin(GL_TRIANGLES);
+        glColor4f(1,1,1,1*(co/raydium_sky_sphere_quality));
+        glTexCoord2f(-1+dx,1+dy);
+        glVertex3f(-1,1,0);
+        glTexCoord2f(1+dx,1+dy);
+        glVertex3f(1,1,0);
+        glTexCoord2f(0+dx,0+dy);
+        glVertex3f(0,0,h);
+
+        glTexCoord2f(1+dx,1+dy);
+        glVertex3f(1,1,0);
+        glTexCoord2f(1+dx,-1+dy);
+        glVertex3f(1,-1,0);
+        glTexCoord2f(0+dx,0+dy);
+        glVertex3f(0,0,h);
+
+        glTexCoord2f(1+dx,-1+dy);
+        glVertex3f(1,-1,0);
+        glTexCoord2f(-1+dx,-1+dy);
+        glVertex3f(-1,-1,0);
+        glTexCoord2f(0+dx,0+dy);
+        glVertex3f(0,0,h);
+
+        glTexCoord2f(-1+dx,1+dy);
+        glVertex3f(-1,1,0);
+        glTexCoord2f(-1+dx,-1+dy);
+        glVertex3f(-1,-1,0);
+        glTexCoord2f(0+dx,0+dy);
+        glVertex3f(0,0,h);
+
+        //drawing the botom vault, mirror of the upper one
+        h=-h;
+
+        //glColor4f(1,1,1,1);
+        glTexCoord2f(-1+dx,1+dy);
+        glVertex3f(-1,1,0);
+        glTexCoord2f(1+dx,1+dy);
+        glVertex3f(1,1,0);
+        glTexCoord2f(0+dx,0+dy);
+        glVertex3f(0,0,h);
+
+        glTexCoord2f(1+dx,1+dy);
+        glVertex3f(1,1,0);
+        glTexCoord2f(1+dx,-1+dy);
+        glVertex3f(1,-1,0);
+        glTexCoord2f(0+dx,0+dy);
+        glVertex3f(0,0,h);
+
+        glTexCoord2f(1+dx,-1+dy);
+        glVertex3f(1,-1,0);
+        glTexCoord2f(-1+dx,-1+dy);
+        glVertex3f(-1,-1,0);
+        glTexCoord2f(0+dx,0+dy);
+        glVertex3f(0,0,h);
+
+        glTexCoord2f(-1+dx,1+dy);
+        glVertex3f(-1,1,0);
+        glTexCoord2f(-1+dx,-1+dy);
+        glVertex3f(-1,-1,0);
+        glTexCoord2f(0+dx,0+dy);
+        glVertex3f(0,0,h);
+        glEnd();
+
+        //recalculating the new heigth of the vault(a new layer)
+        h=-h*0.95;
+    }
+
+    //deactivating the fog, unused
+    raydium_fog_disable();
+    //reactivating the previous blending
+    glEnable(GL_BLEND);
+    glBlendFunc(GL_ONE_MINUS_SRC_COLOR,GL_SRC_COLOR);
+
+    //match the orientation of the camera with the universe
+    //rotating according the orbit angles(ugly)
+    glRotatef(raydium_sky_sphere_angle_orbit_v,0,0,1);
+    glRotatef(raydium_sky_sphere_angle_orbit_u,1,0,0);
+
+    //now drawing the sphere with the pre-obtained values
+    for(i=0;i<detail;i++)
+    {
+        for(j=0;j<detail;j++)
         {
-                //drawing the upper vault               
-                
-                glBegin(GL_TRIANGLES);
-                glColor4f(1,1,1,1*(co/raydium_sky_sphere_quality));
-                glTexCoord2f(-1+dx,1+dy);
-                glVertex3f(-1,1,0);
-                glTexCoord2f(1+dx,1+dy);
-                glVertex3f(1,1,0);
-                glTexCoord2f(0+dx,0+dy);
-                glVertex3f(0,0,h);
-        
-                glTexCoord2f(1+dx,1+dy);
-                glVertex3f(1,1,0);
-                glTexCoord2f(1+dx,-1+dy);
-                glVertex3f(1,-1,0);
-                glTexCoord2f(0+dx,0+dy);
-                glVertex3f(0,0,h);
-        
-                glTexCoord2f(1+dx,-1+dy);
-                glVertex3f(1,-1,0);
-                glTexCoord2f(-1+dx,-1+dy);
-                glVertex3f(-1,-1,0);
-                glTexCoord2f(0+dx,0+dy);
-                glVertex3f(0,0,h);      
-        
-                glTexCoord2f(-1+dx,1+dy);
-                glVertex3f(-1,1,0);
-                glTexCoord2f(-1+dx,-1+dy);
-                glVertex3f(-1,-1,0);
-                glTexCoord2f(0+dx,0+dy);
-                glVertex3f(0,0,h);
-                
-                //drawing the botom vault, mirror of the upper one
-                h=-h;
-                
-                //glColor4f(1,1,1,1);
-                glTexCoord2f(-1+dx,1+dy);
-                glVertex3f(-1,1,0);
-                glTexCoord2f(1+dx,1+dy);
-                glVertex3f(1,1,0);
-                glTexCoord2f(0+dx,0+dy);
-                glVertex3f(0,0,h);
-        
-                glTexCoord2f(1+dx,1+dy);
-                glVertex3f(1,1,0);
-                glTexCoord2f(1+dx,-1+dy);
-                glVertex3f(1,-1,0);
-                glTexCoord2f(0+dx,0+dy);
-                glVertex3f(0,0,h);
-        
-                glTexCoord2f(1+dx,-1+dy);
-                glVertex3f(1,-1,0);
-                glTexCoord2f(-1+dx,-1+dy);
-                glVertex3f(-1,-1,0);
-                glTexCoord2f(0+dx,0+dy);
-                glVertex3f(0,0,h);      
-        
-                glTexCoord2f(-1+dx,1+dy);
-                glVertex3f(-1,1,0);
-                glTexCoord2f(-1+dx,-1+dy);
-                glVertex3f(-1,-1,0);
-                glTexCoord2f(0+dx,0+dy);
-                glVertex3f(0,0,h);
-                glEnd();
-        
-                //recalculating the new heigth of the vault(a new layer)
-                h=-h*0.95;      
-        }
+            //calculating colors
+            z1 = 1-sin((float)2*i/detail);
+            z2 = 1-sin((float)(2*i+2)/detail);
 
-        //deactivating the fog, unused
-        raydium_fog_disable();
-        //reactivating the previous blending
-        glEnable(GL_BLEND);
-        glBlendFunc(GL_ONE_MINUS_SRC_COLOR,GL_SRC_COLOR);
+            glBegin(GL_TRIANGLES);
 
-        //match the orientation of the camera with the universe
-        //rotating according the orbit angles(ugly)
-        glRotatef(raydium_sky_sphere_angle_orbit_v,0,0,1);
-        glRotatef(raydium_sky_sphere_angle_orbit_u,1,0,0);
+            glColor4f(z1,z1,z1,1);
+            glVertex3f(p[i][j][0],p[i][j][1],p[i][j][2]);
 
-        //now drawing the sphere with the pre-obtained values
-        for(i=0;i<detail;i++)
-        {
-                for(j=0;j<detail;j++)
-                {
-                        //calculating colors
-                        z1 = 1-sin((float)2*i/detail);
-                        z2 = 1-sin((float)(2*i+2)/detail);
-                        
-                        glBegin(GL_TRIANGLES);
-                        
-                        glColor4f(z1,z1,z1,1);
-                        glVertex3f(p[i][j][0],p[i][j][1],p[i][j][2]);
-                        
-                        glColor4f(z1,z1,z1,1);
-                        glVertex3f(p[i][j+1][0],p[i][j+1][1],p[i][j+1][2]);
-                        
-                        glColor4f(z2,z2,z2,1);
-                        glVertex3f(p[i+1][j][0],p[i+1][j][1],p[i+1][j][2]);
-                        
-                        glColor4f(z2,z2,z2,1);
-                        glVertex3f(p[i+1][j][0],p[i+1][j][1],p[i+1][j][2]);
-                        
-                        glColor4f(z2,z2,z2,1);
-                        glVertex3f(p[i+1][j+1][0],p[i+1][j+1][1],p[i+1][j+1][2]);
-                        
-                        glColor4f(z1,z1,z1,1);
-                        glVertex3f(p[i][j+1][0],p[i][j+1][1],p[i][j+1][2]);
-                        
-                        glEnd();
-                }
+            glColor4f(z1,z1,z1,1);
+            glVertex3f(p[i][j+1][0],p[i][j+1][1],p[i][j+1][2]);
+
+            glColor4f(z2,z2,z2,1);
+            glVertex3f(p[i+1][j][0],p[i+1][j][1],p[i+1][j][2]);
+
+            glColor4f(z2,z2,z2,1);
+            glVertex3f(p[i+1][j][0],p[i+1][j][1],p[i+1][j][2]);
+
+            glColor4f(z2,z2,z2,1);
+            glVertex3f(p[i+1][j+1][0],p[i+1][j+1][1],p[i+1][j+1][2]);
+
+            glColor4f(z1,z1,z1,1);
+            glVertex3f(p[i][j+1][0],p[i][j+1][1],p[i][j+1][2]);
+
+            glEnd();
         }
+    }
 
-        //restoring previus states
-        glDisable(GL_BLEND);
-        glEnable(GL_TEXTURE_2D);
-        glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-        if(raydium_fog_enabled_tag) glEnable(GL_FOG);
-        if(raydium_light_enabled_tag) glEnable(GL_LIGHTING);
-        glDepthMask(GL_TRUE);
-        //glPopAttrib();
-        glPopMatrix();
+    //restoring previus states
+    glDisable(GL_BLEND);
+    glEnable(GL_TEXTURE_2D);
+    glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+    if(raydium_fog_enabled_tag) glEnable(GL_FOG);
+    if(raydium_light_enabled_tag) glEnable(GL_LIGHTING);
+    glDepthMask(GL_TRUE);
+    //glPopAttrib();
+    glPopMatrix();
 
 }
 
 void raydium_sky_atmosphere_enable(void)
 {
-        raydium_sky_atmosphere_enable_tag=1;
-        raydium_sky_sphere_quality=20;
-        raydium_sky_sphere_heigth=0.09;
-        //this will force to recalculate the sphere once
-        raydium_sky_sphere_generated=0;
-        raydium_log("atmosphere created with quality 20");
+    raydium_sky_atmosphere_enable_tag=1;
+    raydium_sky_sphere_quality=20;
+    raydium_sky_sphere_heigth=0.09;
+    //this will force to recalculate the sphere once
+    raydium_sky_sphere_generated=0;
+    raydium_log("atmosphere created with quality 20");
 }
 
 void raydium_sky_atmosphere_disable(void)
 {
-        raydium_sky_atmosphere_enable_tag=0;
+    raydium_sky_atmosphere_enable_tag=0;
 }
 
 void raydium_sky_atmosphere_render( GLfloat x, GLfloat y, GLfloat z,int detail)
 {
-        if(raydium_sky_atmosphere_enable_tag)
-        {       
-                raydium_sky_sphere_render(x,y,z,detail);
-        }
+    if(raydium_sky_atmosphere_enable_tag)
+    {
+        raydium_sky_sphere_render(x,y,z,detail);
+    }
 }
 
 signed char raydium_sky_atmosphere_check(void)
 {
-        return raydium_sky_atmosphere_enable_tag;
+    return raydium_sky_atmosphere_enable_tag;
 }