diff --git a/src/gfx/include/gfx/cam_control.hpp b/src/gfx/include/gfx/cam_control.hpp
index d9bb69ccbee5a54b715d46e25bc46f843374e80a..372dbe82e9f9a868071ddd6a3e30bc5e2384708a 100644
--- a/src/gfx/include/gfx/cam_control.hpp
+++ b/src/gfx/include/gfx/cam_control.hpp
@@ -10,8 +10,9 @@
 
 class CameraController : public Controller
 {
+    // TO DO: change to use quaternion
     float pitch = 0.0f;
-    float yaw = -90.0f;
+    float yaw = -90.0f; 
 
     glm::vec2 sens;
     float sens_multiplier = 400.0f;
diff --git a/src/gfx/include/gfx/control.hpp b/src/gfx/include/gfx/control.hpp
index 1dee7d07b3efe35acdc72ea7e98f903dffe0f48a..14a64aa7414d6d2e1dbd727e67937f23719e96a4 100644
--- a/src/gfx/include/gfx/control.hpp
+++ b/src/gfx/include/gfx/control.hpp
@@ -22,7 +22,11 @@ protected:
     Frame &bound_frame;
 
 public:
-    Controller(Frame &frame) : bound_frame{frame} {}
+    Controller(Frame &frame) 
+    : bound_frame{frame} {}
+    //   frontVec{glm::normalize(glm::vec3(frame.getRotation().x, 
+    //                                     frame.getRotation().y, 
+    //                                     frame.getRotation().z))} {}
 
     glm::vec3 getFrontVec() { return frontVec; }
     glm::vec3 getUpVec() { return upVec; }
diff --git a/src/gfx/src/render.cpp b/src/gfx/src/render.cpp
index 6ca2a53fe39f1862dba0599ad821aff8760b9a6f..1371bb6e000165bd5435503d8f2a1873a0190f5f 100644
--- a/src/gfx/src/render.cpp
+++ b/src/gfx/src/render.cpp
@@ -17,7 +17,6 @@
 #include <glm/glm.hpp>
 #include <glm/gtc/matrix_transform.hpp>
 #include <glm/gtc/type_ptr.hpp>
-//#include <SDL2/sdl.h>
 #include <SDL2/SDL.h>
 
 void send_matrices_to_shader(Shader &myShader, glm::mat4 &model, glm::mat4 &view, glm::mat4 &projection)
@@ -49,31 +48,30 @@ void gfx_draw(Shader &myShader,
 
     myShader.use();
 
+    /* -------------------- Transformation examples --------------------*/
     // glm::mat4 transform = glm::mat4(1.0f);
     // transform = glm::rotate(transform, glm::radians(90.0f), glm::vec3(0.0, 0.0, 1.0));
     // transform = glm::scale(transform, glm::vec3(0.5, 0.5, 0.5));
-    // unsigned int transformLoc = glGetUniformLocation(myShader.ID, "transform");
-    // glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(transform));
+    // model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
+    //
+    // glm::mat4 view = glm::mat4(1.0f);
+    // note that we’re translating the scene in the reverse direction
+    // view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
+    //
+    // view = glm::lookAt(glm::vec3(0.0f, 0.0f, 3.0f),
+    //                    glm::vec3(0.0f, 0.0f, 0.0f),
+    //                    glm::vec3(0.0f, 1.0f, 0.0f));
+    /* ---------------------------------------------------------------- */
 
     glm::mat4 model = glm::mat4(1.0f);
-    //model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
-    model *= obj_frame.getRotationMat();
+    model *= obj_frame.getRotationMat(); // QUESTION: Is this correct?
     model = glm::translate(model, obj_frame.getPosition());
-    //model = glm::rotate(model, ((float)SDL_GetTicks() / 1000) * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f));
-
-    // //     glm::mat4 view = glm::mat4(1.0f);
-    // // note that we’re translating the scene in the reverse direction
-    // //     view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
 
+    
     glm::mat4 view;
-    // view = glm::lookAt(glm::vec3(0.0f, 0.0f, 3.0f),
-    //                    glm::vec3(0.0f, 0.0f, 0.0f),
-    //                    glm::vec3(0.0f, 1.0f, 0.0f));
-
     view = glm::lookAt(cam_frame.getPosition(), cam_frame.getPosition() + cam_control.getFrontVec(), cam_control.getUpVec());
 
     glm::mat4 projection;
-    //projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
     projection = glm::perspective(glm::radians(camera.getFOV()), 
                                   camera.getWindowSize().x / camera.getWindowSize().y, 
                                   0.1f, 
@@ -85,7 +83,7 @@ void gfx_draw(Shader &myShader,
     ASSUMPTION(glGetError() == GL_NO_ERROR);
 
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-    ASSUMPTION(glGetError() == GL_NO_ERROR); // !!!!!!!!!!!!!!!!!!!!!!!
+    ASSUMPTION(glGetError() == GL_NO_ERROR);
 
     object.getVAO().Bind();
     //glDrawArrays(GL_TRIANGLES, 0, 3);
diff --git a/src/studio/src/simulator.cpp b/src/studio/src/simulator.cpp
index 5f0e42d72523035b18312ccd84d2fc40d20b042e..50c96daf5e44837c37347ff194c8941e5a1bc730 100644
--- a/src/studio/src/simulator.cpp
+++ b/src/studio/src/simulator.cpp
@@ -10,10 +10,6 @@
 #include <vector>
 
 namespace studio {
-
-// OBJECT
-glm::vec3 obj_position = { 1.0f, -1.0f, 0.0f }; // frame
-// rotation ? TO DO // frame
 std::vector<float> obj_vertices =
     {
         // positions
@@ -45,13 +41,6 @@ std::vector<unsigned int> obj_indices =
        1, 2, 5, 2, 5, 6
     };
 
-// CAMERA
-glm::vec3 cam_position = { 0.0f, 0.0f, 3.0f };
-glm::vec3 cam_direction = { 0.0f, 1.0f, 0.0f }; // currently useless
-float FOV = 60.0f;
-// camera type < fps / orbit >
-
-
 Simulator::Simulator()
     : osi::Simulator()
     // camera frame, object frame, camera, object
@@ -69,11 +58,10 @@ Simulator::Simulator()
               6, 7, 8
              }
             }
-    , cam_frame{{0.0f, 0.0f, 3.0f}, {0.0f, 90.0f, 0.0f}}
+    , cam_frame{{0.0f, 0.0f, 3.0f}, {0.0f, -90.0f, 0.0f}} // Setting rotation currently does nothing
     , obj_frame{{ 0.0f, 0.0f, 0.0f }, { -50.0f, 0.0f, 0.0f }}
-    //, cam_control{cam_frame}
-    , obj_control{obj_frame}
     , cam_control{cam_frame}
+    , obj_control{obj_frame}
     // , object{{ 1.0f, -1.0f, 0.0f }, 
     //          {
     //             // positions
@@ -177,5 +165,4 @@ void Simulator::process_mouse()
 
     cam_control.turn(xoffset, yoffset);
 }
-
 }