diff --git a/Runtime/VectorTile.cs b/Runtime/VectorTile.cs
index 6288f8c3cb80014e50a16bb6e4d30edf6d10faaf..c9785379072fc7c6d1fd3a05ec34fe4fd04166b0 100644
--- a/Runtime/VectorTile.cs
+++ b/Runtime/VectorTile.cs
@@ -119,12 +119,6 @@ namespace Wander
             return finished;
         }
 
-        static bool IsTriangleCCW( Vector2 vertex1, Vector2 vertex2, Vector2 vertex3 )
-        {
-            float signedArea = (vertex2.x - vertex1.x) * (vertex3.y - vertex1.y) - (vertex3.x - vertex1.x) * (vertex2.y - vertex1.y);
-            return signedArea > 0;
-        }
-
         // Number of failed polys to triangulate are returned.
         public int Triangulate()
         {
@@ -172,15 +166,6 @@ namespace Wander
                             double y = vertices[indices[k]*2+1];
                             poly.vertices.Add( new Vector2( (float)x, (float)y ) );
                         }
-                        //for ( int k = 0; k < indices.Count; k += 3)
-                        //{
-                        //    if ( !IsTriangleCCW( poly.vertices[k], poly.vertices[k+1], poly.vertices[k+2] ))
-                        //    {
-                        //        var t = poly.vertices[k];
-                        //        poly.vertices[k] = poly.vertices[k+2];
-                        //        poly.vertices[k+2] = t;
-                        //    }
-                        //}
                         polygons[polygons.Count-1] = poly;
                         UnityEngine.Debug.Assert( poly.vertices.Count % 3 == 0 );
                     }
@@ -319,12 +304,12 @@ namespace Wander
             layersIdentified = true;
         }
 
-        // Calls callback(x, y, channel) for each raster position (256 channels) where each value represents a single channel.
-        // If no polygon was hit, 255 is called.
-        // If polygon was hit, but no feature was matched, 254 is called.
+        // Generates a raster for each position (pixel) (256 channels) where each value represents a single channel.
+        // If no polygon was hit, 255 is encoded.
+        // If polygon was hit, but no feature was matched, 254 is encoded.
         // Returns a list of failed to match pixels. This can be due to geometry not exactly matching or a layer not being found.
-        // Also out puts a remap of layer indices. For instance for a specific tile, only layerIdx 1, 6 and 3 are used.
-        // Then this a remapping of 1->0, 6->1, 3->2. So that in the shader only 3 textures are needed starting from 0, 1.. etc.
+        // Also outputs a remap of layer indices. For instance for a specific tile, only layerIdx 1, 6 and 3 are used.
+        // Then it applies a remapping of 1->0, 6->1, 3->2. So that in the shader only 3 textures are needed starting from 0, 1.. etc.
         public byte[] RenderToTextureSingle(
             int resolution,
             out Dictionary<byte, byte> remappedLayerIndices,     
@@ -377,7 +362,7 @@ namespace Wander
                         {
                             for( int t = 0; t < node.triangles.Count; t++ )
                             {
-                                int ti = (cachedTriIdx + t)  % node.triangles.Count;
+                                int ti = (cachedTriIdx + t)  % node.triangles.Count; // Continue searching where we left off 
                                 int l  = node.triangles[ti].Item1;
                                 int f  = node.triangles[ti].Item2;
                                 int t2 = node.triangles[ti].Item3;