As for conversion, it looks like you should just convert asEdgeVertex asEdgeNorm and the results of vGetColor(for each normal in asEdgeNerm) into arrays, and build the index table from the results of iVertex. It more or less looks like it was written to use vertex buffers, but was converted to something else.
That being said, you will need to convert the colors from floats into bytes to use the LL implementation of vertex buffers, and either tell it you don't have textures, or provide texture coordinates as well.
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