The `min` and `max` values provide an outer bounding box for all `POSITION` data within a given accessor. Accessors typically contain multiple vertices, for example all of the vertices of a particular primitive, and then `min: [x, y, z]` and `max: [x, y, z]` will offer the bounding box for that primitive. For your second question, let's look at the mesh structure from [BoxTextured.gltf](https://github.com/KhronosGroup/glTF-Sample-Models/blob/0bc74b12b2de22a1267ccab819efcf8c6a4f3dc8/2.0/BoxTextured/glTF/BoxTextured.gltf#L44-L56): "meshes": [ { "primitives": [ { "attributes": { "NORMAL": 1, "POSITION": 2, "TEXCOORD_0": 3 }, "indices": 0, "mode": 4, "material": 0 } ], "name": "Mesh" } ], In the above example, `mode: 4` is an enum, where `4` means `TRIANGLES`. The `indices` are stored in accessor `0`, and the `POSITION` data is stored in accessor `2`. So, accessor `2` will contain a list of vertex positions, but each vertex is allowed to be referenced by multiple triangles. The indices in accessor `0` declare the triangles by indexing into the list of vertices. Here's a sample of the start of accessor `0` from this model: 0 1 2 3 2 1 4 5 6 7 6 5 ... And this is a sample of the contents from the start of accessor `2` in this model: -0.50000 -0.50000 0.50000 0.50000 -0.50000 0.50000 -0.50000 0.50000 0.50000 0.50000 0.50000 0.50000 0.50000 0.50000 0.50000 0.50000 -0.50000 0.50000 0.50000 0.50000 -0.50000 0.50000 -0.50000 -0.50000 ... In this manner, the sample model builds a cube by winding triangles around vertices at the corners. For a more graphical explanation of this, check out the [glTF Overview Card](https://raw.githubusercontent.com/KhronosGroup/glTF/main/specification/2.0/figures/gltfOverview-2.0.0b.png) - same image is found [here][1]. [1]: https://github.com/KhronosGroup/glTF#overview