diff --git a/src/gfx/include/gfx/object.hpp b/src/gfx/include/gfx/object.hpp
index 4fbda26b452d156cc3bcc24157f20ea10a140471..8effe312b7704b62bbd2f7aa650b422ccf32ba21 100644
--- a/src/gfx/include/gfx/object.hpp
+++ b/src/gfx/include/gfx/object.hpp
@@ -26,6 +26,10 @@ public:
            glm::vec3 _color = glm::vec3(1.0f, 0.5f, 0.31f),
            std::string _shader_type = "lit");
 
+    void SendDataToVAO(std::vector<float> const &_vertices, 
+                       std::vector<unsigned int> const &_indices,
+                       std::vector<float> const &_normals);
+
     std::vector<float> const &getVertices() const { return _VAO->getVertices(); }
     void setVertices(std::vector<float> const &new_vertices) { _VAO->setVertices(new_vertices); }
 
@@ -35,10 +39,6 @@ public:
     std::vector<float> const &getNormals() const { return _VAO->getNormals(); }
     void setNormals(std::vector<float> const &new_normals) { _VAO->setNormals(new_normals); }
 
-    void SendDataToVAO(std::vector<float> const &_vertices, 
-                       std::vector<unsigned int> const &_indices,
-                       std::vector<float> const &_normals);
-
     VAO* getVAO() { return _VAO.get(); }
 
     std::string getShaderType() const { return shader_type; }
diff --git a/src/gfx/src/render.cpp b/src/gfx/src/render.cpp
index efd6816ce4bde343675c5f27f27990e029b32a5f..22d35f52b888243f2ef4736924c78b0c5dd21663 100644
--- a/src/gfx/src/render.cpp
+++ b/src/gfx/src/render.cpp
@@ -52,7 +52,7 @@ std::vector<unsigned int> generate_grid_indices(int span)
         
 void send_matrices_to_shader(Shader &myShader, glm::mat4 &model, glm::mat4 &view, glm::mat4 &projection)
 {
-    // QUESTION: glGetUniformLocation CPU usage high?
+    // glGetUniformLocation CPU usage high?
     int modelLoc = glGetUniformLocation(myShader.getID(), "model");
     ASSUMPTION(glGetError() == GL_NO_ERROR);
     glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
@@ -82,7 +82,7 @@ void draw_objects(std::map<std::string, shader_ptr> &myShaders, light_ptr light,
 
         if (shader_used == "lit")
         {
-            // Hardcoded light index
+            /* Hardcoded light index */
             // TO DO: enum promennych z shaderu
             myShaders[shader_used]->setVec3("lightColor", light->getColor());
             myShaders[shader_used]->setVec3("lightPos", light->getPosition()); 
@@ -161,9 +161,9 @@ void gfx_draw(std::map<std::string, shader_ptr> &myShaders, light_ptr light,
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
     ASSUMPTION(glGetError() == GL_NO_ERROR);
 
-    // DRAW OBJECTS
+    /* DRAW OBJECTS */
     draw_objects(myShaders, light, cam_frames, active_camera, objects, obj_frames, view, projection);
     
-    // DRAW GRID
+    /* DRAW GRID */
     draw_grid(myShaders, grid, grid_frame, view, projection);
 }
diff --git a/src/studio/src/simulator.cpp b/src/studio/src/simulator.cpp
index 49e65f53d762fe3377473761fe6c2c597f92066f..29183b6ac42ed5b0a48df55c3b513108e17c60bd 100644
--- a/src/studio/src/simulator.cpp
+++ b/src/studio/src/simulator.cpp
@@ -126,16 +126,16 @@ Simulator::Simulator()
     , obj_controls{std::make_shared<ObjectController>()}
     , light{std::make_shared<Light>(glm::vec3(1.0f, 1.0f, 1.0f), obj_frames[1]->getPosition())}
 {
-    // SET LIGHT CUBE SHADER AND SIZE
+    /* SET LIGHT CUBE SHADER AND SIZE */
     objects[1]->setShaderType("basic");
     obj_frames[1]->setScale(glm::vec3(0.1f, 0.1f, 0.1f));
 
-    // SET ACTIVE OBJECT AND ROTATE
+    /* SET ACTIVE OBJECT AND ROTATE */
     active_object_idx = 0; // 1 for light
     obj_controls[object_ctrl_type]->setFrame(obj_frames[active_object_idx]);
     obj_controls[object_ctrl_type]->rotate(glm::vec3(0.0f, 50.0f, 0.0f));  
 
-    // SET ACTIVE CAMERA AND CONTROLLER TYPE
+    /* SET ACTIVE CAMERA AND CONTROLLER TYPE */
     cameras[active_camera]->setWindowSize(window().size()); 
     cam_controls[active_camera_type]->setFrame(cam_frames[active_camera]);
 
@@ -145,17 +145,19 @@ Simulator::~Simulator() {}
   
 void Simulator::update()
 {
-    // Update the state (i.e., transform objects, create/destroy objects, ... )
+    /* Update the state (i.e., transform objects, create/destroy objects, ... ) */
     
     process_input();
     process_mouse(); 
-    // obj_controls[0]->rotate(glm::vec3(1.0f, 0.0f, 0.0f)); // Rotation around x-axis demo
+
+    /* Rotation around x-axis demo */
+    // obj_controls[0]->rotate(glm::vec3(1.0f, 0.0f, 0.0f));
 }
 
 void Simulator::present()
 {
-    // Present the state to the user (i.e., render objects)
-    // For now, we just clear screen buffers and show some gui widget.
+    /* Present the state to the user (i.e., render objects)
+     * For now, we just clear screen buffers and show some gui widget. */
     
     ImGui::Begin("ImGui dialog");
 	    ImGui::Text("Hello, world!");
@@ -169,7 +171,7 @@ void Simulator::present()
     gfx_draw(myShaders, light, cameras, cam_frames, active_camera, objects, obj_frames, grid, grid_frame);
 }
 
-// Object movement now works only for one object
+/* Object movement now works only for one object */
 // TO DO: send frames to controller somewhere?
 void Simulator::process_input()
 {
@@ -190,7 +192,7 @@ void Simulator::process_input()
         cam_controls[active_camera_type]->move(keyboard().down());
     }
 
-    int fill_mode = keyboard().down().contains("X") ? GL_LINE : GL_FILL; // MTO DO: change
+    int fill_mode = keyboard().down().contains("X") ? GL_LINE : GL_FILL; // MTO DO: put elsewhere
     glPolygonMode(GL_FRONT_AND_BACK, fill_mode);
     ASSUMPTION(glGetError() == GL_NO_ERROR);
 }