   EndPrimitive();
 }
 
+/**
+ * \brief Generates two triangles from the given data and processes them
+ *
+ * The side of the cube is calculated by generating a quad in the plane
+ * which is determined by the side vector. The plane is has side as
+ * normal and is 0.5 units away from the center point.
+ */
 void processSide(const mat4 matrix, const vec4 nearPlane, const vec4 center,
                  const vec4 side, const vec4 varying1, const vec4 varying2)
 {

  EmitVertex();
}

int emitWithPrimitiveHandling(const mat4 matrix, const vec4 pos,
                              const bool triangleSplittingNecessary,
                              int emittedVertexCount)

  return angle1 < angle2;
}

/**
 * \brief Generate triangles to fill the hole generated if the cube intersects
 * the near plane.
 */
void fillHole(const mat4 matrix)
{
  if (cutPositionCount == 3)
