[little-endian] 8 bytes magic "Static3D" 4 bytes major (uint) 4 bytes minor (uint) 4 bytes mesh count (uint) 12 bytes unused for each mesh: 4 bytes offset (uint) [aligned to 16 bytes, mesh section] 4 bytes vertex count \ 4 bytes vertex offset \ (uints) 4 bytes index count / 4 bytes index offset / n bytes 0-terminated shader name (UTF-8) [aligned to 16 bytes, vertex section] n * 4 bytes x \ 4 bytes y | 4 bytes z | 4 bytes nx \ (floats) 4 bytes ny / 4 bytes nz | 4 bytes s | 4 bytes t / [aligned to 16 bytes, index section] n * 2 bytes index (ushort)