Well this is how this data looks:
4 bytes - number of vertices
number of vertices * 12 bytes (x, y, z of a given vertex)
4 bytes - number of faces
number of faces * 24 bytes
First 12 bytes contain face normal (x,y,z) and last 12 - indexes of vertices that create a given face.
4 bytes - number of edges (divided by 2 compared to max)
number of edges * 40 bytes
First 16 bytes seem to contain face indexes (4). For the rest i have no idea yet but these are some float values.
EDIT: All right i got it.
8 bytes - indexes of 2 vertices that build a given edge
8 bytes - indexes of 2 faces that share a given edge
12 bytes - position of first vertex (x,y,z)
12 bytes - position of second vertex (x,y,z)
Now let's see what we can do with this stuff :3dcool: