diff --git a/modules/asset_loader/include/vkcv/asset/asset_loader.hpp b/modules/asset_loader/include/vkcv/asset/asset_loader.hpp
index c677f600e0a0304f26835c685d9ab10545433ad5..8d255143c67451c2fbf7ce6a463cd1ea171fac1f 100644
--- a/modules/asset_loader/include/vkcv/asset/asset_loader.hpp
+++ b/modules/asset_loader/include/vkcv/asset/asset_loader.hpp
@@ -24,7 +24,7 @@
  * top.
  *
  * Each Mesh has an array of one or more vertex groups (called "primitives" in
- * glFW parlance) and an array of zero or more Materials.
+ * glTF parlance) and an array of zero or more Materials.
  *
  * Each vertex group describes a part of the meshes vertices by defining how
  * they should be rendered (as points, lines, triangles), how many indices and
@@ -43,8 +43,12 @@
 
 namespace vkcv::asset {
 
-// enum matches modes in fx-gltf, the library returns a standard mode (TRIANGLES) if no mode is given in the file
-enum PrimitiveMode { POINTS=0, LINES, LINELOOP, LINESTRIP, TRIANGLES, TRIANGLESTRIP, TRIANGLEFAN };
+/* This enum matches modes in fx-gltf, the library returns a standard mode
+ * (TRIANGLES) if no mode is given in the file. */
+enum PrimitiveMode {
+	POINTS=0, LINES, LINELOOP, LINESTRIP, TRIANGLES, TRIANGLESTRIP,
+	TRIANGLEFAN
+};
 /* With these enums, 0 is reserved to signal uninitialized or invalid data. */
 enum PrimitiveType { POSITION=1, NORMAL, TEXCOORD_0 };
 /* The indices in the index buffer can be of different bit width. */
diff --git a/modules/asset_loader/src/vkcv/asset/asset_loader.cpp b/modules/asset_loader/src/vkcv/asset/asset_loader.cpp
index 0a5f35276f01ec76bd91918352d853bcc2141b94..6fe0da62b3db4fcd283df588612bee0d6deb52df 100644
--- a/modules/asset_loader/src/vkcv/asset/asset_loader.cpp
+++ b/modules/asset_loader/src/vkcv/asset/asset_loader.cpp
@@ -11,6 +11,9 @@ namespace vkcv::asset {
 * @param type
 * @return unsigned integer representation
 */
+// TODO Return proper error code (we need to define those as macros or enums,
+// will discuss during the next core meeting if that should happen on the scope
+// of the vkcv framework or just this module)
 uint8_t convertTypeToInt(const fx::gltf::Accessor::Type type) {
 	switch (type) {
 	case fx::gltf::Accessor::Type::None :
@@ -63,11 +66,15 @@ int loadMesh(const std::string &path, Mesh &mesh) {
 		return 0;
 	}
 
-	// XXX Temporary restriction: Only one mesh per glTF file
+	// TODO Temporary restriction: Only one mesh per glTF file allowed
+	// currently. Later, we want to support whole scenes with more than
+	// just meshes.
 	if (object.meshes.size() != 1) return 0;
 
 	fx::gltf::Mesh const &objectMesh = object.meshes[0];
-	// TODO We want to support more than one vertex group eventually...
+	// TODO We want to support more than one vertex group per mesh
+	// eventually... right now this is hard-coded to use only the first one
+	// because we only care about the example triangle and cube
 	fx::gltf::Primitive const &objectPrimitive = objectMesh.primitives[0];
 	fx::gltf::Accessor posAccessor;